Ecosyste.ms: Awesome
An open API service indexing awesome lists of open source software.
https://github.com/MrNeRF/awesome-3D-gaussian-splatting
Curated list of papers and resources focused on 3D Gaussian Splatting, intended to keep pace with the anticipated surge of research in the coming months.
https://github.com/MrNeRF/awesome-3D-gaussian-splatting
List: awesome-3D-gaussian-splatting
3d-gaussian-splatting 3dgs gaussian-splatting nerf neural-rendering
Last synced: 3 months ago
JSON representation
Curated list of papers and resources focused on 3D Gaussian Splatting, intended to keep pace with the anticipated surge of research in the coming months.
- Host: GitHub
- URL: https://github.com/MrNeRF/awesome-3D-gaussian-splatting
- Owner: MrNeRF
- License: mit
- Created: 2023-10-15T12:08:17.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2024-05-21T12:33:55.000Z (6 months ago)
- Last Synced: 2024-05-22T08:07:36.725Z (6 months ago)
- Topics: 3d-gaussian-splatting, 3dgs, gaussian-splatting, nerf, neural-rendering
- Homepage:
- Size: 1.71 MB
- Stars: 4,585
- Watchers: 235
- Forks: 242
- Open Issues: 4
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- ultimate-awesome - awesome-3D-gaussian-splatting - Curated list of papers and resources focused on 3D Gaussian Splatting, intended to keep pace with the anticipated surge of research in the coming months. (Other Lists / PowerShell Lists)
- Awesome-Text2X-Resources - Awesome 3D Gaussian Splatting Resources
README
# Awesome 3D Gaussian Splatting Resources
A curated list of papers and open-source resources focused on 3D Gaussian Splatting, intended to keep pace with the anticipated surge of research in the coming months. If you have any additions or suggestions, feel free to contribute. Additional resources like blog posts, videos, etc. are also welcome.
## Table of contents
- [Seminal Paper introducing 3D Gaussian Splatting](#seminal-paper-introducing-3d-gaussian-splatting)
- [Autonomous Driving](#autonomous-driving)
- [Avatars](#avatars)
- [Classic work](#classic-work)
- [Compression](#compression)
- [Diffusion](#diffusion)
- [Dynamics and Deformation](#dynamics-and-deformation)
- [Editing](#editing)
- [Language Embedding](#language-embedding)
- [Mesh Extraction and Physics](#mesh-extraction-and-physics)
- [Misc](#misc)
- [Regularization and Optimization](#regularization-and-optimization)
- [Rendering](#rendering)
- [Reviews](#reviews)
- [SLAM](#slam)
- [Sparse](#sparse)
- [Navigation and Autonomous Driving](#navigation)
- [Poses](#poses)
- [Large-Scale](#large-scale)
- [Data](#data)
- [Courses](#courses)
- [Open Source Implementations](#open-source-implementations)
* [Reference](#reference)
* [Unofficial Implementations](#unofficial-implementations)
* [2D Gaussian Splatting](#2d-gaussian-splatting)
* [Game Engines](#game-engines)
* [Viewers](#viewers)
* [Utilities](#utilities)
* [Tutorial](#tutorial)
* [Framework](#framework)
* [Other](#other)- [Blog Posts](#blog-posts)
- [Tutorial Videos](#tutorial-videos)
- [Credits](#credits)Update Log:
**May 10, 2024**
- Added 18 papers: Z-Splat, Dual-Camera, StylizedGS, Hash3D, Revisiting Densification, Gaussian Pancakes, 3D-aware Deformable Gaussians, SpikeNVS, Zero-shot PC completion, SplatPose, DreamScene360, RealmDreamer, Gaussian-ILC, Reinforcment Learning with GGS, GoMAvatar, OccGaussian, LoopGaussian, Review**April 11, 2024**
- Code release of latentSplat**April 9, 2024**
- Added 1 paper: EgoLifter**April 8, 2024**
- Added 3 papers: Robust Gaussian Splatting, SC4D, and MM-Gaussian**April 5, 2024**
- Added 5 papers: Surface Reconstruction, TCLC-GS, GaSpCT, OmniGS, and Per-Gaussian Embedding,
- Fixes**April 2, 2024**
- Added 11 papers: HO, SGD, HGS, Snap-it, InstantSplat, 3DGSR, MM3DGS, HAHA, CityGaussain, Mirror-3DGS, and Feature Splatting**March 30, 2024**
- Added 8 papers: Modeling uncertainty, GRM, Gamba, CoherentGS, TOGS, SA-GS, and GaussianCube**March 27, 2024**
- Added Other Implementation: 360-gaussian-splatting
- CVPR '24 labels added
- Added 5 papers: Comp4D, DreamPolisher, DN-Splatter, 2D GS, and Octree-GS**March 26, 2024**
- Added 13 paper: latentSplat, GS on the Move, RadSplat, Mini-Splatting, SyncTweedies, HAC, STAG4D, EndoGSLAM, Pixel-GS, Semantic Gaussians, Gaussian in the Wild, CG-SLAM, and GSDF**March 24, 2024**:
- Added paper: Gaussian Frosting**March 20, 2024**:
- Added 4 papers: GVGEN, HUGS, RGBD GS-ICP SLAM, and High-Fidelity SLAM**March 19, 2024**:
- Added Pointrix
- Added 3DGS tutorial by the original authors
- Added GauStudio
- Added 23 papers: Touch-GS, GGRt, FDGaussian, SWAG, Den-SOFT, Gaussian-Flow, View-Consistent 3D Editing, BAGS, GeoGaussian, GS-Pose, Analytic-Splatting, Seamless 3D Maps, Texture-GS, Recent Advances in 3DGS, Compact 3DGS for Dense Visual SLAM, BrightDreamer, 3DGS-Reloc, Beyond Uncertainty, Motion-Aware 3DGS, Fed3DGS, GaussNav, 3DGS-Calib, and NEDS-SLAM**March 17, 2024**:
- Update repo name and link for 3DGS.cpp (originally VulkanSplatting)**March 16, 2024**:
- SplatTV
- Added 6 papers: GaussianGrasper, new splitting algorithm, Controllable Text-to-3D Generation, Spring-Mass 3DGS, Hyper-3DGS, and DreamScene**March 14, 2024**:
- Added 6 papers: SemGauss, StyleGaussian, Gaussian Splatting in Style, GaussCtrl, GaussianImage, and RAIN-GS**March 8, 2024**:
- Tutorial: Howto capture images for 3DGS
- Added 6 papers: SplattingAvatar, DNGaussian, Radiative Gaussians, BAGS, GSEdit, and ManiGaussian**March 8, 2024**:
- Added 3DGStream Viewer**March 6, 2024**:
- 1 paper added: Splat-Nav**March 5, 2024**:
- 1 paper added: 3DGStream
- Code releases
- New viewer added**March 2, 2024**:
- 1 paper added: 3D Gaussian Model for Animation and Texturing
- New section: Courses that also teach 3DGS.**February 28, 2024**:
- VastGaussian**February 27, 2024**:
- 2 papers added: Spec-Gaussian and GEA
- SC-GS code released**February 24, 2024**:
- 2 papers added: Identifying unnecessary Gaussians and Gaussian Pro**February 23, 2024**:
- Corrected Authors and updated abstract for EndoGS: Deformable Endoscopic Tissues Reconstruction with Gaussian Splatting**February 21, 2024**:
- Added one paper: Reshaping SLAM: a Survey**February 20, 2024**:
- GaussianObject code released
- Added one paper: GaussianHair**February 19, 2024**:
- Blog post added: NeRFs vs. 3DGS.**February 16, 2024**:
- 2 papers added: IM-3D and GES
- GaMeS code released**February 14, 2024**:
- Added viewer: VulkanSplatting - cross-platform, high performance 3DGS renderer in C++ and Vulkan Compute**February 13, 2024**:
- Code releases: (16th Jan 2024) Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
- 3 papers added: 3DGala, ImplicitDeepFake, and 3D Gaussians as a New Vision Era.
**February 9, 2024**:
- 1 paper added: HeadStudio**February 8, 2024**:
- 3 papers added: Rig3DGS, Mesh-based GS, and LGM
**February 6, 2024**:
- Added 2 papers: SGS-SLAM and 4D Gaussian Splatting**February 5, 2024**:
- Moved SWAGS to Dynmatics and Deformation section
- Added 2 paper: GaussianObject and GaMeSh
- GS++ renamed to Optimal Projection
**February 2, 2024**:
- Added 6 papers: VR-GS, Segment Anything, Gaussian Splashing, GS++, 360-GS, and StopThePop
- TRIPS code release**January 30, 2024**:
- Code changes: GaussianAvatars code changed to private**January 29, 2024**:
- Added 2 papers: LIV-GaussMap and TIP-Editor**January 26, 2024**:
- Removed retracted paper: Animatable 3D Gaussians for High-fidelity Synthesis of Human Motions
- 3 papers added: EndoGaussians, PSAvatar, and GauU-Scene**January 25, 2024**:
- Added viewer: Splatapult - 3d gaussian splatting renderer in C++ and OpenGL, works with OpenXR for tethered VR**January 24, 2024**:
- Added utility: GSOPs (Gaussian Splat Operators) for SideFX Houdini
- Code releases: GaussianAvatars**January 23, 2024**:
- 3 papers added: Amortized Gen3D, Deformable Endoscopic Tissues, Fast dynamic 3D Object Generation
- Code releases: Animatable Avatars, Compressed 3D Gaussians, GaussianAvatar
**January 13, 2024**:
- 4 papers added: CoSSegGaussians, TRIPS, Gaussian Shadow Casting for Neural Characters and DISTWAR**January 9, 2024**:
- 1 paper added: A Survey on 3D Gaussian Splatting (The first survey)
**January 8, 2024**:
- 4 papers added: SWAGS (added paper from 2023 which I forgot to add before, ), first review paper, compressed 3DGS, and an application paper for Characterizing Satellite Geometry.
**January 7, 2024**:
- 1 Open source implementation: taichi-splatting - work is originally derived off Taichi 3D Gaussian Splatting, with significant re-organisation and changes.**January 5, 2024**:
- 3 papers added: FMGS, PEGASUS, and Repaint123.**January 2, 2024**:
- 1 paper added: Street Gaussians.**January 2, 2024**:
- Deblurring Gaussians paper link updated.
- SAGA code released.
- 2 papers from 2023 added: Text2Immersion and 2D-Guided 3DG Segmentation.
- Mathematical supplemend of gsplat lib.
- Add years in categories.
- GSM code released.**December 29, 2023**:
- 1 paper added (apparently missed that one before): Gaussian-Head-Avatar.
- Blog post head avatars added.**December 29, 2023**:
- 3 papers added: DreamGaussian4D, 4DGen, and Spacetime Gaussian.**December 27, 2023**:
- 3 papers added: LangSplat, Deformable 3DGS, and Human101.
- Blog post added: Comprehensive Review of 3DGS.**December 25, 2023**:
- Efficient 3D Gaussian Representation for Monocular/Multi-view Dynamic Scenes code released.
- GPS-Gaussian code released.**December 24, 2023**:
- 2 papers added: Self-Organization Gaussian Grids and Gaussian Splitting.
- Added repo for enhancing Gaussian rendering to model more complex scenes.**December 21, 2023**:
- 3 papers added: Splatter Image, pixelSplat, and align your gaussians.
- Gaussian Grouping code released.**December 19, 2023**:
- 2 papers added: GAvatar and GauFRe.**December 18, 2023**:
- Added utility: SpectacularAI - Conversion scripts for different 3DGS conventions.
- SuGaR code released.**December 16, 2023**:
- Added WebGL viewer 3: Gauzilla.**December 15, 2023**:
- 4 papers added: DrivingGaussian, iComMa, Triplane, and 3DGS-Avatar.
- Relightable Gaussians code released.**December 13, 2023**:
- 5 papers added: Gaussian-SLAM, CoGS, ASH, CF-GS, and Photo-SLAM.**December 11, 2023**:
- 2 papers added: Gaussian Splatting SLAM and Denoising Scores for 3D Generation.
- ScaffoldGS code released.**December 8, 2023**:
- 2 papers added: EAGLES and MonoGaussianAvatar.**December 7, 2023**:
- LucidDreamer code released.
- 9 papers added: GauHuman, HeadGaS, HiFi4G, Gaussian-Flow, Feature-3DGS, Gaussian-Avatar, FlashAvatar, Relightable, and Deblurring Gaussians.**December 5, 2023**:
- 9 papers added: NeuSG, GaussianHead, GaussianAvatars, GPS-Gaussian, Neural Parametric Gaussians for Monocular Non-Rigid Object Reconstruction, SplaTAM, MANUS, Segment Any, and Language embedded 3D Gaussians.**December 4, 2023**:
- 8 papers added: Gaussian Grouping, MD Splatting, DynMF, Scaffold-GS, SparseGS, FSGS, Control4D, and SC-GS.**December 1, 2023**:
- 4 papers added: Compact3D, GaussianShader, Periodic Vibration Gaussian and Gaussian Shell Maps for Efficient 3D Human Generation.
- Created Table of contents for each category and added line breaks.**November 30, 2023**:
- Added Unreal game engine implementation.
- 5 papers added: LightGaussian, FisherRF, HUGS, HumanGaussian, CG3D, and Multi Scale 3DGS.
**November 29, 2023**:
- Added two papers: Point and Move and IR-GS.**November 28, 2023**:
- Added five papers: GaussinEditor, Relightable Gaussians, GART, Mip-Splatting, HumanGaussian.**November 27, 2023**:
- Added two papers: Gaussian Editing and Compact 3D Gaussians.**November 25, 2023**:
- Animatable Gaussians project added (paper not yet released).**November 22, 2023**:
- 3 new GS papers added: Animatable, Depth-Regularized, and Monocular/Multi-view 3DGS.
- Added some classic papers.
- Added another GS paper also called LucidDreamer.**November 21, 2023**:
- 3 new GS papers added: GaussianDiffusion, LucidDreamer, PhysGaussian.
- 2 more GS papers added: SuGaR, PhysGaussian.**November 21, 2023**:
- Added the paper GS-SLAM**November 17, 2023**:
- Added PlayCanvas implementation to Game Engines section.**November 16, 2023**:
- Deformable 3D Gaussians code released.
- Drivable 3D Gaussian Avatars paper added.**November 8, 2023**:
- Some notes about the 3DGS implementation and unsive/rsal format discussion.**November 4, 2023**:
- Added 2D gaussian splatting.
- Added very detailed (technical) blog post explaining 3D gaussian splatting.**October 28, 2023**:
- Added Utilities Section.
- Added 3DGS Converter for editing 3DGS .ply files in Cloud Compare to Utilities.
- Added Kapture (for bundler to colmap model conversion) and Kapture image cropper script with conversion instructions to Utilities.**October 23, 2023**:
- Added python WebGL viewer 2.
- Added Intro to gaussian splatting (and Unity viewer) video blog.**October 21, 2023**:
- Added python OpenGL viewer.
- Added typescript WebGPU viewer.**October 20, 2023**:
- Made abstracts readable (removed hyphenations).
- Added Windows tutorial.
- Other minor text fixes.
- Added Jupyter notebook viewer.**October 19, 2023**:
- Added Github page link for Real-time Photorealistic Dynamic Scene Representation.
- Re-ordered headings.
- Added other unofficial implementations.
- Moved Nerfstudio gsplat and fast: C++/CUDA to Unofficial Implementations.
- Added Nerfstudio, Blender, WebRTC, iOS & Metal viewers.**October 17, 2023**:
- GaussianDreamer code released.
- Added Real-time Photorealistic Dynamic Scene Representation.**October 16, 2023**:
- Added Deformable 3D Gaussians paper.
- Dynamic 3D Gaussians code released.
**October 15, 2023**: Initial list with first 6 papers.
## Seminal Paper introducing 3D Gaussian Splatting:
### 3D Gaussian Splatting for Real-Time Radiance Field Rendering
**Authors**: Bernhard Kerbl, Georgios Kopanas, Thomas LeimkΓΌhler, George DrettakisAbstract
Radiance Field methods have recently revolutionized novel-view synthesis
of scenes captured with multiple photos or videos. However, achieving high
visual quality still requires neural networks that are costly to train and render,
while recent faster methods inevitably trade off speed for quality. For
unbounded and complete scenes (rather than isolated objects) and 1080p
resolution rendering, no current method can achieve real-time display rates.
We introduce three key elements that allow us to achieve state-of-the-art
visual quality while maintaining competitive training times and importantly
allow high-quality real-time (β₯ 30 fps) novel-view synthesis at 1080p resolution.
First, starting from sparse points produced during camera calibration,
we represent the scene with 3D Gaussians that preserve desirable properties
of continuous volumetric radiance fields for scene optimization while
avoiding unnecessary computation in empty space; Second, we perform
interleaved optimization/density control of the 3D Gaussians, notably optimizing
anisotropic covariance to achieve an accurate representation of the
scene; Third, we develop a fast visibility-aware rendering algorithm that
supports anisotropic splatting and both accelerates training and allows real-time
rendering. We demonstrate state-of-the-art visual quality and real-time
rendering on several established datasets.
[π Paper (Low Resolution)](https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/3d_gaussian_splatting_low.pdf) | [π Paper (High Resolution)](https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/3d_gaussian_splatting_high.pdf) | [π Project Page](https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/) | [π» Code](https://github.com/graphdeco-inria/gaussian-splatting) | [π₯ Short Presentation](https://youtu.be/T_kXY43VZnk?si=DrkbDFxQAv5scQNT) | [π₯ Explanation Video](https://www.youtube.com/live/xgwvU7S0K-k?si=edF8NkYtsRbgTbKi)
## Autonomous Driving:
## 2024:
### 1. Street Gaussians for Modeling Dynamic Urban Scenes
**Authors**: Yunzhi Yan, Haotong Lin, Chenxu Zhou, Weijie Wang, Haiyang Sun, Kun Zhan, Xianpeng Lang, Xiaowei Zhou, Sida PengAbstract
This paper aims to tackle the problem of modeling dynamic urban street scenes from monocular videos. Recent methods extend NeRF by incorporating tracked vehicle poses to animate vehicles, enabling photo-realistic view synthesis of dynamic urban street scenes. However, significant limitations are their slow training and rendering speed, coupled with the critical need for high precision in tracked vehicle poses. We introduce Street Gaussians, a new explicit scene representation that tackles all these limitations. Specifically, the dynamic urban street is represented as a set of point clouds equipped with semantic logits and 3D Gaussians, each associated with either a foreground vehicle or the background. To model the dynamics of foreground object vehicles, each object point cloud is optimized with optimizable tracked poses, along with a dynamic spherical harmonics model for the dynamic appearance. The explicit representation allows easy composition of object vehicles and background, which in turn allows for scene editing operations and rendering at 133 FPS (1066Γ1600 resolution) within half an hour of training. The proposed method is evaluated on multiple challenging benchmarks, including KITTI and Waymo Open datasets. Experiments show that the proposed method consistently outperforms state-of-the-art methods across all datasets. Furthermore, the proposed representation delivers performance on par with that achieved using precise ground-truth poses, despite relying only on poses from an off-the-shelf tracker.[π Paper](https://arxiv.org/pdf/2401.01339.pdf) | [π Project Page](https://zju3dv.github.io/street_gaussians/) | [π» Code (not yet)](https://github.com/zju3dv/street_gaussians)
### 2. TCLC-GS: Tightly Coupled LiDAR-Camera Gaussian Splatting for Surrounding Autonomous Driving Scenes
**Authors**: Cheng Zhao, Su Sun, Ruoyu Wang, Yuliang Guo, Jun-Jun Wan, Zhou Huang, Xinyu Huang, Yingjie Victor Chen, Liu RenAbstract
Most 3D Gaussian Splatting (3D-GS) based methods for urban scenes initialize 3D Gaussians directly with 3D LiDAR points, which not only underutilizes LiDAR data capabilities but also overlooks the potential advantages of fusing LiDAR with camera data. In this paper, we design a novel tightly coupled LiDAR-Camera Gaussian Splatting (TCLC-GS) to fully leverage the combined strengths of both LiDAR and camera sensors, enabling rapid, high-quality 3D reconstruction and novel view RGB/depth synthesis. TCLC-GS designs a hybrid explicit (colorized 3D mesh) and implicit (hierarchical octree feature) 3D representation derived from LiDAR-camera data, to enrich the properties of 3D Gaussians for splatting. 3D Gaussian's properties are not only initialized in alignment with the 3D mesh which provides more completed 3D shape and color information, but are also endowed with broader contextual information through retrieved octree implicit features. During the Gaussian Splatting optimization process, the 3D mesh offers dense depth information as supervision, which enhances the training process by learning of a robust geometry. Comprehensive evaluations conducted on the Waymo Open Dataset and nuScenes Dataset validate our method's state-of-the-art (SOTA) performance. Utilizing a single NVIDIA RTX 3090 Ti, our method demonstrates fast training and achieves real-time RGB and depth rendering at 90 FPS in resolution of 1920x1280 (Waymo), and 120 FPS in resolution of 1600x900 (nuScenes) in urban scenarios.[π Paper](https://arxiv.org/pdf/2404.02410.pdf)
## 2023:
### 1. [CVPR '24] DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes
**Authors**: Xiaoyu Zhou, Zhiwei Lin, Xiaojun Shan, Yongtao Wang, Deqing Sun, Ming-Hsuan YangAbstract
We present DrivingGaussian, an efficient and effective framework for surrounding dynamic autonomous driving scenes. For complex scenes with moving objects, we first sequentially and progressively model the static background of the entire scene with incremental static 3D Gaussians. We then leverage a composite dynamic Gaussian graph to handle multiple moving objects, individually reconstructing each object and restoring their accurate positions and occlusion relationships within the scene. We further use a LiDAR prior for Gaussian Splatting to reconstruct scenes with greater details and maintain panoramic consistency. DrivingGaussian outperforms existing methods in driving scene reconstruction and enables photorealistic surround-view synthesis with high-fidelity and multi-camera consistency.[π Paper](https://arxiv.org/pdf/2312.07920.pdf) | [π Project Page](https://pkuvdig.github.io/DrivingGaussian/) | [π» Code (not yet)]()
## Avatars:
## 2024:
### 1. GaussianBody: Clothed Human Reconstruction via 3d Gaussian Splatting
**Authors**: Mengtian Li, Shengxiang Yao, Zhifeng Xie, Keyu Chen, Yu-Gang JiangAbstract
In this work, we propose a novel clothed human reconstruction method called GaussianBody, based on 3D Gaussian Splatting. Compared with the costly neural radiance based models, 3D Gaussian Splatting has recently demonstrated great performance in terms of training time and rendering quality. However, applying the static 3D Gaussian Splatting model to the dynamic human reconstruction problem is non-trivial due to complicated non-rigid deformations and rich cloth details. To address these challenges, our method considers explicit pose-guided deformation to associate dynamic Gaussians across the canonical space and the observation space, introducing a physically-based prior with regularized transformations helps mitigate ambiguity between the two spaces. During the training process, we further propose a pose refinement strategy to update the pose regression for compensating the inaccurate initial estimation and a split-with-scale mechanism to enhance the density of regressed point clouds. The experiments validate that our method can achieve state-of-the-art photorealistic novel-view rendering results with high-quality details for dynamic clothed human bodies, along with explicit geometry reconstruction.[π Paper](https://arxiv.org/pdf/2401.09720.pdf)
### 2. PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Creation with 3D Gaussian Splatting
**Authors**: Zhongyuan Zhao, Zhenyu Bao, Qing Li, Guoping Qiu, Kanglin LiuAbstract
Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (β₯ 25 fps at a resolution of 512 Γ 512 ).[π Paper](https://arxiv.org/pdf/2401.12900.pdf)
### 3. Rig3DGS: Creating Controllable Portraits from Casual Monocular Videos
**Authors**: Alfredo Rivero, ShahRukh Athar, Zhixin Shu, Dimitris SamarasAbstract
Creating controllable 3D human portraits from casual smartphone videos is highly desirable due to their immense value in AR/VR applications. The recent development of 3D Gaussian Splatting (3DGS) has shown improvements in rendering quality and training efficiency. However, it still remains a challenge to accurately model and disentangle head movements and facial expressions from a single-view capture to achieve high-quality renderings. In this paper, we introduce Rig3DGS to address this challenge. We represent the entire scene, including the dynamic subject, using a set of 3D Gaussians in a canonical space. Using a set of control signals, such as head pose and expressions, we transform them to the 3D space with learned deformations to generate the desired rendering. Our key innovation is a carefully designed deformation method which is guided by a learnable prior derived from a 3D morphable model. This approach is highly efficient in training and effective in controlling facial expressions, head positions, and view synthesis across various captures. We demonstrate the effectiveness of our learned deformation through extensive quantitative and qualitative experiments.[π Paper](https://arxiv.org/pdf/2402.03723.pdf) | [π Project Page](http://shahrukhathar.github.io/2024/02/05/Rig3DGS.html)
### 4. HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splatting
**Authors**: Zhenglin Zhou, Fan Ma, Hehe Fan, Yi YangAbstract
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising outcomes obtained through 2D diffusion priors in recent works, current methods face challenges in achieving high-quality and animated avatars effectively. In this paper, we present HeadStudio, a novel framework that utilizes 3D Gaussian splatting to generate realistic and animated avatars from text prompts. Our method drives 3D Gaussians semantically to create a flexible and achievable appearance through the intermediate FLAME representation. Specifically, we incorporate the FLAME into both 3D representation and score distillation: 1) FLAME-based 3D Gaussian splatting, driving 3D Gaussian points by rigging each point to a FLAME mesh. 2) FLAME-based score distillation sampling, utilizing FLAME-based fine-grained control signal to guide score distillation from the text prompt. Extensive experiments demonstrate the efficacy of HeadStudio in generating animatable avatars from textual prompts, exhibiting visually appealing appearances. The avatars are capable of rendering high-quality real-time (β₯40 fps) novel views at a resolution of 1024. They can be smoothly controlled by real-world speech and video. We hope that HeadStudio can advance digital avatar creation and that the present method can widely be applied across various domains.[π Paper](https://arxiv.org/pdf/2402.06149.pdf) | [π Project Page](https://zhenglinzhou.github.io/HeadStudio-ProjectPage/) | [π» Code (not yet)](https://github.com/ZhenglinZhou/HeadStudio/)
### 5. ImplicitDeepfake: Plausible Face-Swapping through Implicit Deepfake Generation using NeRF and Gaussian Splatting
**Authors**: Georgii Stanishevskii, Jakub Steczkiewicz, Tomasz Szczepanik, SΕawomir Tadeja, Jacek Tabor, PrzemysΕaw SpurekAbstract
Numerous emerging deep-learning techniques have had a substantial impact on computer graphics. Among the most promising breakthroughs are the recent rise of Neural Radiance Fields (NeRFs) and Gaussian Splatting (GS). NeRFs encode the object's shape and color in neural network weights using a handful of images with known camera positions to generate novel views. In contrast, GS provides accelerated training and inference without a decrease in rendering quality by encoding the object's characteristics in a collection of Gaussian distributions. These two techniques have found many use cases in spatial computing and other domains. On the other hand, the emergence of deepfake methods has sparked considerable controversy. Such techniques can have a form of artificial intelligence-generated videos that closely mimic authentic footage. Using generative models, they can modify facial features, enabling the creation of altered identities or facial expressions that exhibit a remarkably realistic appearance to a real person. Despite these controversies, deepfake can offer a next-generation solution for avatar creation and gaming when of desirable quality. To that end, we show how to combine all these emerging technologies to obtain a more plausible outcome. Our ImplicitDeepfake1 uses the classical deepfake algorithm to modify all training images separately and then train NeRF and GS on modified faces. Such relatively simple strategies can produce plausible 3D deepfake-based avatars.[π Paper](https://arxiv.org/pdf/2402.06390.pdf) | [π» Code (not yet)](https://github.com/quereste/implicit-deepfake)
### 6. GaussianHair: Hair Modeling and Rendering with Light-aware Gaussians
**Authors**: Haimin Luo, Min Ouyang, Zijun Zhao, Suyi Jiang, Longwen Zhang, Qixuan Zhang, Wei Yang, Lan Xu, Jingyi YuAbstract
Hairstyle reflects culture and ethnicity at first glance. In the digital era, various realistic human hairstyles are also critical to high-fidelity digital human assets for beauty and inclusivity. Yet, realistic hair modeling and real-time rendering for animation is a formidable challenge due to its sheer number of strands, complicated structures of geometry, and sophisticated interaction with light. This paper presents GaussianHair, a novel explicit hair representation. It enables comprehensive modeling of hair geometry and appearance from images, fostering innovative illumination effects and dynamic animation capabilities. At the heart of GaussianHair is the novel concept of representing each hair strand as a sequence of connected cylindrical 3D Gaussian primitives. This approach not only retains the hair's geometric structure and appearance but also allows for efficient rasterization onto a 2D image plane, facilitating differentiable volumetric rendering. We further enhance this model with the "GaussianHair Scattering Model", adept at recreating the slender structure of hair strands and accurately capturing their local diffuse color in uniform lighting. Through extensive experiments, we substantiate that GaussianHair achieves breakthroughs in both geometric and appearance fidelity, transcending the limitations encountered in state-of-the-art methods for hair reconstruction. Beyond representation, GaussianHair extends to support editing, relighting, and dynamic rendering of hair, offering seamless integration with conventional CG pipeline workflows. Complementing these advancements, we have compiled an extensive dataset of real human hair, each with meticulously detailed strand geometry, to propel further research in this field.[π Paper](https://arxiv.org/pdf/2402.10483.pdf)
### 7. GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos
**Authors**: Xinqi Liu, Chenming Wu, Jialun Liu, Xing Liu, Jinbo Wu, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong WangAbstract
In this paper, we present a novel method that facilitates the creation of vivid 3D Gaussian avatars from monocular video inputs (GVA). Our innovation lies in addressing the intricate challenges of delivering high-fidelity human body reconstructions and aligning 3D Gaussians with human skin surfaces accurately. The key contributions of this paper are twofold. Firstly, we introduce a pose refinement technique to improve hand and foot pose accuracy by aligning normal maps and silhouettes. Precise pose is crucial for correct shape and appearance reconstruction. Secondly, we address the problems of unbalanced aggregation and initialization bias that previously diminished the quality of 3D Gaussian avatars, through a novel surface-guided re-initialization method that ensures accurate alignment of 3D Gaussian points with avatar surfaces. Experimental results demonstrate that our proposed method achieves high-fidelity and vivid 3D Gaussian avatar reconstruction. Extensive experimental analyses validate the performance qualitatively and quantitatively, demonstrating that it achieves state-of-the-art performance in photo-realistic novel view synthesis while offering fine-grained control over the human body and hand pose.[π Paper](https://arxiv.org/pdf/2402.16607.pdf) | [π Project Page](https://3d-aigc.github.io/GEA/) | [π» Code (not yet)]()
### 8. [CVPR '24] SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting
**Authors**: Zhijing Shao, Zhaolong Wang, Zhuang Li, Duotun Wang, Xiangru Lin, Yu Zhang, Mingming Fan, Zeyu WangAbstract
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaussian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously optimize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Unlike existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art rendering quality across multiple datasets.[π Paper](https://arxiv.org/pdf/2403.05087.pdf) | [π Project Page](https://initialneil.github.io/SplattingAvatar) | [π» Code](https://github.com/initialneil/SplattingAvatar)| [π₯ Short Presentation](https://www.youtube.com/watch?v=IzC-fLvdntA)
### 9. SplatFace: Gaussian Splat Face Reconstruction Leveraging an Optimizable Surface
**Authors**: Zhijing Shao, Zhaolong Wang, Zhuang Li, Duotun Wang, Xiangru Lin, Yu Zhang, Mingming Fan, Zeyu WangAbstract
We present SplatFace, a novel Gaussian splatting framework designed for 3D human face reconstruction without reliance on accurate pre-determined geometry. Our method is designed to simultaneously deliver both high-quality novel view rendering and accurate 3D mesh reconstructions. We incorporate a generic 3D Morphable Model (3DMM) to provide a surface geometric structure, making it possible to reconstruct faces with a limited set of input images. We introduce a joint optimization strategy that refines both the Gaussians and the morphable surface through a synergistic non-rigid alignment process. A novel distance metric, splat-to-surface, is proposed to improve alignment by considering both the Gaussian position and covariance. The surface information is also utilized to incorporate a world-space densification process, resulting in superior reconstruction quality. Our experimental analysis demonstrates that the proposed method is competitive with both other Gaussian splatting techniques in novel view synthesis and other 3D reconstruction methods in producing 3D face meshes with high geometric precision.[π Paper](https://arxiv.org/pdf/2403.18784)
### 10. HAHA: Highly Articulated Gaussian Human Avatars with Textured Mesh Prior
**Authors**: Zhijing Shao, Zhaolong Wang, Zhuang Li, Duotun Wang, Xiangru Lin, Yu Zhang, Mingming Fan, Zeyu WangAbstract
We present HAHA - a novel approach for animatable human avatar generation from monocular input videos. The proposed method relies on learning the trade-off between the use of Gaussian splatting and a textured mesh for efficient and high fidelity rendering. We demonstrate its efficiency to animate and render full-body human avatars controlled via the SMPL-X parametric model. Our model learns to apply Gaussian splatting only in areas of the SMPL-X mesh where it is necessary, like hair and out-of-mesh clothing. This results in a minimal number of Gaussians being used to represent the full avatar, and reduced rendering artifacts. This allows us to handle the animation of small body parts such as fingers that are traditionally disregarded. We demonstrate the effectiveness of our approach on two open datasets: SnapshotPeople and X-Humans. Our method demonstrates on par reconstruction quality to the state-of-the-art on SnapshotPeople, while using less than a third of Gaussians. HAHA outperforms previous state-of-the-art on novel poses from X-Humans both quantitatively and qualitatively.[π Paper](https://arxiv.org/pdf/2404.01053)
### 11. [CVPRW '24] Gaussian Splatting Decoder for 3Dβaware Generative Adversarial Networks
**Authors**: Florian Barthel, Arian Beckmann, Wieland Morgenstern, Anna Hilsmann, Peter Eisert
Abstract
NeRF-based 3D-aware Generative Adversarial Networks like EG3D or GIRAFFE have shown very high rendering quality under large representational variety. However, rendering with Neural Radiance Fields poses several challenges for most 3D applications: First, the significant computational demands of NeRF rendering preclude its use on low-power devices, such as mobiles and VR/AR headsets. Second, implicit representations based on neural networks are difficult to incorporate into explicit 3D scenes, such as VR environments or video games. 3D Gaussian Splatting (3DGS) overcomes these limitations by providing an explicit 3D representation that can be rendered efficiently at high frame rates. In this work, we present a novel approach that combines the high rendering quality of NeRF-based 3D-aware Generative Adversarial Networks with the flexibility and computational advantages of 3DGS. By training a decoder that maps implicit NeRF representations to explicit 3D Gaussian Splatting attributes, we can integrate the representational diversity and quality of 3D GANs into the ecosystem of 3D Gaussian Splatting for the first time. Additionally, our approach allows for a high resolution GAN inversion and real-time GAN editing with 3D Gaussian Splatting scenes.[π Paper](https://arxiv.org/abs/2404.10625) | [π Project Page](https://florian-barthel.github.io/gaussian_decoder/index.html) | [π» Code](https://github.com/fraunhoferhhi/gaussian_gan_decoder)
### 12. GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh
**Authors**: Jing Wen, Xiaoming Zhao, Zhongzheng Ren, Alexander G. Schwing, Shenlong Wang
Abstract
We introduce GoMAvatar, a novel approach for real-time, memory-efficient, high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints, while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh representation, a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap data and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).[π Paper](https://arxiv.org/pdf/2404.07991) | [π Project Page](https://wenj.github.io/GoMAvatar/) | [π» Code](https://github.com/wenj/GoMAvatar)
### 13. OccGaussian: 3D Gaussian Splatting for Occluded Human Rendering
**Authors**: Jingrui Ye, Zongkai Zhang, Yujiao Jiang, Qingmin Liao, Wenming Yang, Zongqing Lu
Abstract
Rendering dynamic 3D human from monocular videos is crucial for various applications such as virtual reality and digital entertainment. Most methods assume the people is in an unobstructed scene, while various objects may cause the occlusion of body parts in real-life scenarios. Previous method utilizing NeRF for surface rendering to recover the occluded areas, but it requiring more than one day to train and several seconds to render, failing to meet the requirements of real-time interactive applications. To address these issues, we propose OccGaussian based on 3D Gaussian Splatting, which can be trained within 6 minutes and produces high-quality human renderings up to 160 FPS with occluded input. OccGaussian initializes 3D Gaussian distributions in the canonical space, and we perform occlusion feature query at occluded regions, the aggregated pixel-align feature is extracted to compensate for the missing information. Then we use Gaussian Feature MLP to further process the feature along with the occlusion-aware loss functions to better perceive the occluded area. Extensive experiments both in simulated and real-world occlusions, demonstrate that our method achieves comparable or even superior performance compared to the state-of-the-art method. And we improving training and inference speeds by 250x and 800x, respectively.[π Paper](https://arxiv.org/pdf/2404.07991)
### 14. [CVPR '24] Guess The Unseen: Dynamic 3D Scene Reconstruction from Partial 2D Glimpses
**Authors**: Inhee Lee, Byungjun Kim, Hanbyul Joo
Abstract
In this paper, we present a method to reconstruct the world and multiple dynamic humans in 3D from a monocular video input. As a key idea, we represent both the world and multiple humans via the recently emerging 3D Gaussian Splatting (3D-GS) representation, enabling to conveniently and efficiently compose and render them together. In particular, we address the scenarios with severely limited and sparse observations in 3D human reconstruction, a common challenge encountered in the real world. To tackle this challenge, we introduce a novel approach to optimize the 3D-GS representation in a canonical space by fusing the sparse cues in the common space, where we leverage a pre-trained 2D diffusion model to synthesize unseen views while keeping the consistency with the observed 2D appearances. We demonstrate our method can reconstruct high-quality animatable 3D humans in various challenging examples, in the presence of occlusion, image crops, few-shot, and extremely sparse observations. After reconstruction, our method is capable of not only rendering the scene in any novel views at arbitrary time instances, but also editing the 3D scene by removing individual humans or applying different motions for each human. Through various experiments, we demonstrate the quality and efficiency of our methods over alternative existing approaches.[π Paper](https://arxiv.org/abs/2404.14410) | [π Project Page](https://snuvclab.github.io/gtu/) | [π» Code](https://github.com/snuvclab/gtu/)
## 2023:
### 1. Drivable 3D Gaussian Avatars
**Authors**: Wojciech Zielonka, Timur Bagautdinov, Shunsuke Saito, Michael ZollhΓΆfer, Justus Thies, Javier RomeroAbstract
We present Drivable 3D Gaussian Avatars (D3GA), the
first 3D controllable model for human bodies rendered with
Gaussian splats. Current photorealistic drivable avatars
require either accurate 3D registrations during training,
dense input images during testing, or both. The ones based
on neural radiance fields also tend to be prohibitively slow
for telepresence applications. This work uses the recently
presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense
calibrated multi-view videos as input. To deform those
primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use
a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations
with joint angles and keypoints, which are more suitable for
communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain
higher-quality results than state-of-the-art methods when
using the same training and test data.[π Paper](https://arxiv.org/pdf/2311.08581.pdf) | [π Project Page](https://zielon.github.io/d3ga/) | [π₯ Short Presentation](https://youtu.be/C4IT1gnkaF0?si=zUJLm8adM68pVvR8)
### 2. SplatArmor: Articulated Gaussian splatting for animatable humans from monocular RGB videos
**Authors**: Rohit Jena, Ganesh Subramanian Iyer, Siddharth Choudhary, Brandon Smith, Pratik Chaudhari, James GeeAbstract
We propose SplatArmor, a novel approach for recovering detailed and animatable human models by `armoring' a parameterized body model with 3D Gaussians. Our approach represents the human as a set of 3D Gaussians within a canonical space, whose articulation is defined by extending the skinning of the underlying SMPL geometry to arbitrary locations in the canonical space. To account for pose-dependent effects, we introduce a SE(3) field, which allows us to capture both the location and anisotropy of the Gaussians. Furthermore, we propose the use of a neural color field to provide color regularization and 3D supervision for the precise positioning of these Gaussians. We show that Gaussian splatting provides an interesting alternative to neural rendering based methods by leverging a rasterization primitive without facing any of the non-differentiability and optimization challenges typically faced in such approaches. The rasterization paradigms allows us to leverage forward skinning, and does not suffer from the ambiguities associated with inverse skinning and warping. We show compelling results on the ZJU MoCap and People Snapshot datasets, which underscore the effectiveness of our method for controllable human synthesis.[π Paper](https://arxiv.org/pdf/2311.10812.pdf) | [π Project Page](https://jenaroh.it/splatarmor/) | [π» Code (not yet)](https://github.com/rohitrango/splatarmor)
### 3. [CVPR '24] Animatable Gaussians: Learning Pose-dependent Gaussian Maps for High-fidelity Human Avatar Modeling
**Authors**: Zhe Li, Zerong Zheng, Lizhen Wang, Yebin LiuAbstract
Modeling animatable human avatars from RGB videos is a long-standing and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress pose-dependent garment details. To this end, we introduce Animatable Gaussians, a new avatar representation that leverages powerful 2D CNNs and 3D Gaussian splatting to create high-fidelity avatars. To associate 3D Gaussians with the animatable avatar, we learn a parametric template from the input videos, and then parameterize the template on two front & back canonical Gaussian maps where each pixel represents a 3D Gaussian. The learned template is adaptive to the wearing garments for modeling looser clothes like dresses. Such template-guided 2D parameterization enables us to employ a powerful StyleGAN-based CNN to learn the pose-dependent Gaussian maps for modeling detailed dynamic appearances. Furthermore, we introduce a pose projection strategy for better generalization given novel poses. Overall, our method can create lifelike avatars with dynamic, realistic and generalized appearances. Experiments show that our method outperforms other state-of-the-art approaches.[π Paper](https://arxiv.org/pdf/2311.16096.pdf) | [π Project Page](https://animatable-gaussians.github.io/) | [π» Code ](https://github.com/lizhe00/AnimatableGaussians)
### 4. [CVPR '24] GART: Gaussian Articulated Template Models
**Authors**: Jiahui Lei, Yufu Wang, Georgios Pavlakos, Lingjie Liu, Kostas DaniilidisAbstract
We introduce Gaussian Articulated Template Model GART, an explicit, efficient, and expressive representation for non-rigid articulated subject capturing and rendering from monocular videos. GART utilizes a mixture of moving 3D Gaussians to explicitly approximate a deformable subject's geometry and appearance. It takes advantage of a categorical template model prior (SMPL, SMAL, etc.) with learnable forward skinning while further generalizing to more complex non-rigid deformations with novel latent bones. GART can be reconstructed via differentiable rendering from monocular videos in seconds or minutes and rendered in novel poses faster than 150fps.[π Paper](https://arxiv.org/pdf/2311.16099.pdf) | [π Project Page](https://www.cis.upenn.edu/~leijh/projects/gart/) | [π» Code](https://github.com/JiahuiLei/GART) | [π₯ Short Presentation](https://www.youtube.com/watch?v=-xYNtIlW4WY)
### 5. [CVPR '24] Human Gaussian Splatting: Real-time Rendering of Animatable Avatars
**Authors**: Arthur Moreau, Jifei Song, Helisa Dhamo, Richard Shaw, Yiren Zhou, Eduardo PΓ©rez-PelliteroAbstract
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).[π Paper](https://arxiv.org/pdf/2311.17113.pdf) | [π Project Page](https://perezpellitero.github.io/projects/hugs/index.html) | [π₯ Short Presentation](https://www.youtube.com/watch?v=R3CHg46SIfo)
### 6. [CVPR '24] HUGS: Human Gaussian Splats
**Authors**: Muhammed Kocabas, Jen-Hao Rick Chang, James Gabriel, Oncel Tuzel, Anurag RanjanAbstract
Recent advances in neural rendering have improved both training and rendering times by orders of magnitude. While these methods demonstrate state-of-the-art quality and speed, they are designed for photogrammetry of static scenes and do not generalize well to freely moving humans in the environment. In this work, we introduce Human Gaussian Splats (HUGS) that represents an animatable human together with the scene using 3D Gaussian Splatting (3DGS). Our method takes only a monocular video with a small number of (50-100) frames, and it automatically learns to disentangle the static scene and a fully animatable human avatar within 30 minutes. We utilize the SMPL body model to initialize the human Gaussians. To capture details that are not modeled by SMPL (e.g. cloth, hairs), we allow the 3D Gaussians to deviate from the human body model. Utilizing 3D Gaussians for animated humans brings new challenges, including the artifacts created when articulating the Gaussians. We propose to jointly optimize the linear blend skinning weights to coordinate the movements of individual Gaussians during animation. Our approach enables novel-pose synthesis of human and novel view synthesis of both the human and the scene. We achieve state-of-the-art rendering quality with a rendering speed of 60 FPS while being ~100x faster to train over previous work.[π Paper](https://arxiv.org/pdf/2311.17910.pdf) | [π Project Page](https://machinelearning.apple.com/research/hugs) | [π» Code (not yet)](https://github.com/apple/ml-hugs)
### 7. [CVPR '24] Gaussian Shell Maps for Efficient 3D Human Generation
**Authors**: Rameen Abdal, Wang Yifan, Zifan Shi, Yinghao Xu, Ryan Po, Zhengfei Kuang, Qifeng Chen, Dit-Yan Yeung, Gordon WetzsteinAbstract
Efficient generation of 3D digital humans is important in several industries, including virtual reality, social media, and cinematic production. 3D generative adversarial networks (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures, however, typically rely on volume representations, which are slow to render, thereby hampering the GAN training and requiring multi-view-inconsistent 2D upsamplers. Here, we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network architectures with emerging 3D Gaussian rendering primitives using an articulable multi shellβbased scaffold. In this setting, a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly, we sample 3D Gaussians on the shells whose attributes are encoded in the texture features. These Gaussians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and, at inference time, to deform a body into arbitrary userdefined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves highquality multi-view consistent renderings at a native resolution of 512 Γ 512 pixels. We demonstrate that GSMs successfully generate 3D humans when trained on single-view datasets, including SHHQ and DeepFashion.[π Paper](https://arxiv.org/pdf/2311.17857) | [π Project Page](https://rameenabdal.github.io/GaussianShellMaps/) | [π» Code](https://github.com/computational-imaging/GSM)
### 8. GaussianHead: High-fidelity Head Avatars with Learnable Gaussian Derivation
**Authors**: Jie Wang, Jiu-Cheng Xie, Xianyan Li, Chi-Man Pun, Feng Xu, Hao GaoAbstract
Constructing vivid 3D head avatars for given subjects and realizing a series of animations on them is valuable yet challenging. This paper presents GaussianHead, which models the actional human head with anisotropic 3D Gaussians. In our framework, a motion deformation field and multi-resolution tri-plane are constructed respectively to deal with the head's dynamic geometry and complex texture. Notably, we impose an exclusive derivation scheme on each Gaussian, which generates its multiple doppelgangers through a set of learnable parameters for position transformation. With this design, we can compactly and accurately encode the appearance information of Gaussians, even those fitting the head's particular components with sophisticated structures. In addition, an inherited derivation strategy for newly added Gaussians is adopted to facilitate training acceleration. Extensive experiments show that our method can produce high-fidelity renderings, outperforming state-of-the-art approaches in reconstruction, cross-identity reenactment, and novel view synthesis tasks.[π Paper](https://arxiv.org/pdf/2312.01632.pdf) | [π Project Page](https://chiehwangs.github.io/gaussian-head-page/) | [π» Code](https://github.com/chiehwangs/gaussian-head)
### 9. [CVPR '24] GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
**Authors**: Shenhan Qian, Tobias Kirschstein, Liam Schoneveld, Davide Davoli, Simon Giebenhain, Matthias NieΓnerAbstract
We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reenactments from a driving video, where our method outperforms existing works by a significant margin.[π Paper](https://arxiv.org/pdf/2312.02069) | [π Project Page](https://shenhanqian.github.io/gaussian-avatars) | [π» Code](https://github.com/ShenhanQian/GaussianAvatars) | [π₯ Short Presentation](https://youtu.be/lVEY78RwU_I)
### 10. [CVPR '24] GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
**Authors**: Shunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu, Shengping Zhang, Liqiang Nie, Yebin LiuAbstract
We present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed.[π Paper](https://arxiv.org/pdf/2312.02155.pdf) | [π Project Page]( https://shunyuanzheng.github.io/GPS-Gaussian) | [π» Code](https://github.com/ShunyuanZheng/GPS-Gaussian) | [π₯ Short Presentation](https://youtu.be/TBIekcqt0j0)
### 11. GauHuman: Articulated Gaussian Splatting from Monocular Human Videos
**Authors**: Shoukang Hu Ziwei LiuAbstract
We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1~2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with ~13k 3D Gaussians.[π Paper](https://arxiv.org/pdf/2312.02973.pdf) | [π Project Page](https://skhu101.github.io/GauHuman/) | [π» Code](https://github.com/skhu101/GauHuman) | [π₯ Short Presentation](https://www.youtube.com/embed/47772bgt5Xo)
### 12. HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting
**Authors**: Helisa Dhamo, Yinyu Nie, Arthur Moreau, Jifei Song, Richard Shaw, Yiren Zhou, Eduardo PΓ©rez-PelliteroAbstract
3D head animation has seen major quality and runtime improvements over the last few years, particularly empowered by the advances in differentiable rendering and neural radiance fields. Real-time rendering is a highly desirable goal for real-world applications. We propose HeadGaS, the first model to use 3D Gaussian Splats (3DGS) for 3D head reconstruction and animation. In this paper we introduce a hybrid model that extends the explicit representation from 3DGS with a base of learnable latent features, which can be linearly blended with low-dimensional parameters from parametric head models to obtain expression-dependent final color and opacity values. We demonstrate that HeadGaS delivers state-of-the-art results in real-time inference frame rates, which surpasses baselines by up to ~2dB, while accelerating rendering speed by over x10.[π Paper](https://arxiv.org/pdf/2312.02902.pdf)
### 13. [CVPR '24] HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting
**Authors**: Yuheng Jiang, Zhehao Shen, Penghao Wang, Zhuo Su, Yu Hong, Yingliang Zhang, Jingyi Yu, Lan XuAbstract
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.[π Paper](https://arxiv.org/pdf/2312.03461.pdf) | [π Project Page](https://nowheretrix.github.io/HiFi4G/) | [π₯ Short Presentation](https://youtu.be/917WVr2EHh4) | [π» Dataset](https://github.com/moqiyinlun/HiFi4G_Dataset)
### 14. [CVPR '24] GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians
**Authors**: Liangxiao Hu, Hongwen Zhang, Yuxiang Zhang, Boyao Zhou, Boning Liu, Shengping Zhang, Liqiang NieAbstract
We present GaussianAvatar, an efficient approach to creating realistic human avatars with dynamic 3D appearances from a single video. We start by introducing animatable 3D Gaussians to explicitly represent humans in various poses and clothing styles. Such an explicit and animatable representation can fuse 3D appearances more efficiently and consistently from 2D observations. Our representation is further augmented with dynamic properties to support pose-dependent appearance modeling, where a dynamic appearance network along with an optimizable feature tensor is designed to learn the motion-to-appearance mapping. Moreover, by leveraging the differentiable motion condition, our method enables a joint optimization of motions and appearances during avatar modeling, which helps to tackle the long-standing issue of inaccurate motion estimation in monocular settings. The efficacy of GaussianAvatar is validated on both the public dataset and our collected dataset, demonstrating its superior performances in terms of appearance quality and rendering efficiency.[π Paper](https://arxiv.org/pdf/2312.02134.pdf) | [π Project Page](https://huliangxiao.github.io/GaussianAvatar) | [π» Code](https://github.com/huliangxiao/GaussianAvatar) | [π₯ Short Presentation](https://www.youtube.com/watch?v=a4g8Z9nCF-k&t=1s)
### 15. [CVPR '24] FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding
**Authors**: Jun Xiang, Xuan Gao, Yudong Guo, Juyong ZhangAbstract
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed.
[π Paper](https://arxiv.org/pdf/2312.02214v2) | [π Project Page](https://ustc3dv.github.io/FlashAvatar/) | [π» Code](https://github.com/USTC3DV/FlashAvatar-code)### 16. [CVPR '24] Relightable Gaussian Codec Avatars
**Authors**: Shunsuke Saito, Gabriel Schwartz, Tomas Simon, Junxuan Li, Giljoo NamAbstract
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with spatially all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.[π Paper](https://arxiv.org/pdf/2312.03704.pdf) | [π Project Page](https://shunsukesaito.github.io/rgca/)
### 17. MonoGaussianAvatar: Monocular Gaussian Point-based Head Avatar
**Authors**: Yufan Chen, Lizhen Wang, Qijing Li, Hongjiang Xiao, Shengping Zhang, Hongxun Yao, Yebin LiuAbstract
The ability to animate photo-realistic head avatars reconstructed from monocular portrait video sequences represents a crucial step in bridging the gap between the virtual and real worlds. Recent advancements in head avatar techniques, including explicit 3D morphable meshes (3DMM), point clouds, and neural implicit representation have been exploited for this ongoing research. However, 3DMM-based methods are constrained by their fixed topologies, point-based approaches suffer from a heavy training burden due to the extensive quantity of points involved, and the last ones suffer from limitations in deformation flexibility and rendering efficiency. In response to these challenges, we propose MonoGaussianAvatar (Monocular Gaussian Point-based Head Avatar), a novel approach that harnesses 3D Gaussian point representation coupled with a Gaussian deformation field to learn explicit head avatars from monocular portrait videos. We define our head avatars with Gaussian points characterized by adaptable shapes, enabling flexible topology. These points exhibit movement with a Gaussian deformation field in alignment with the target pose and expression of a person, facilitating efficient deformation. Additionally, the Gaussian points have controllable shape, size, color, and opacity combined with Gaussian splatting, allowing for efficient training and rendering. Experiments demonstrate the superior performance of our method, which achieves state-of-the-art results among previous methods.[π Paper](https://arxiv.org/pdf/2312.04558.pdf) | [π Project Page](https://yufan1012.github.io/MonoGaussianAvatar) | [π» Code (not yet)](https://github.com/yufan1012/MonoGaussianAvatar) | [π₯ Short Presentation](https://youtu.be/3UvBkyPc-oc?si=SbveQKBLJh5GuhIY)
### 18. [CVPR '24] ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering
**Authors**: Haokai Pang, Heming Zhu, Adam Kortylewski, Christian Theobalt, Marc HabermannAbstract
Real-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars, real-time performance has mostly been demonstrated for static scenes only. To address this, we propose ASH, an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real-time. We parameterize the clothed human as animatable 3D Gaussians, which can be efficiently splatted into image space to generate the final rendering. However, naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead, we attach the Gaussians onto a deformable character model, and learn their parameters in 2D texture space, which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars, demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods.[π Paper](https://arxiv.org/pdf/2312.05941.pdf) | [π Project Page](https://vcai.mpi-inf.mpg.de/projects/ash/) | [π» Code (not yet)]() | [π₯ Short Presentation](https://vcai.mpi-inf.mpg.de/projects/ash/videos/video_for_page.mp4)
### 19. [CVPR '24] 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
**Authors**: Zhiyin Qian, Shaofei Wang, Marko Mihajlovic, Andreas Geiger, Siyu TangAbstract
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.[π Paper](https://arxiv.org/pdf/2312.09228.pdf) | [π Project Page](https://neuralbodies.github.io/3DGS-Avatar/index.html) | [π» Code](https://github.com/mikeqzy/3dgs-avatar-release) | [π₯ Short Presentation](https://youtu.be/FJ29U9OkmmU?si=5ua2mtpv5ei2n28Z)
### 20. [CVPR '24] GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning
**Authors**: Ye Yuan, Xueting Li, Yangyi Huang, Shalini De Mello, Koki Nagano, Jan Kautz, Umar IqbalAbstract
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.[π Paper](https://arxiv.org/pdf/2312.11461.pdf) | [π Project Page](https://nvlabs.github.io/GAvatar/) | [π₯ Short Presentation](https://www.youtube.com/watch?v=PbCF1HzrKrs)
### 21. Deformable 3D Gaussian Splatting for Animatable Human Avatars
**Authors**: HyunJun Jung, Nikolas Brasch, Jifei Song, Eduardo Perez-Pellitero, Yiren Zhou, Zhihao Li, Nassir Navab, Benjamin BusamAbstract
Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.[π Paper](https://arxiv.org/pdf/2312.15059.pdf)
### 22. Human101: Training 100+FPS Human Gaussians in 100s from 1 View
**Authors**: Mingwei Li, Jiachen Tao, Zongxin Yang, Yi YangAbstract
Reconstructing the human body from single-view videos plays a pivotal role in the virtual reality domain. One prevalent application scenario necessitates the rapid reconstruction of high-fidelity 3D digital humans while simultaneously ensuring real-time rendering and interaction. Existing methods often struggle to fulfill both requirements. In this paper, we introduce Human101, a novel framework adept at producing high-fidelity dynamic 3D human reconstructions from 1-view videos by training 3D Gaussians in 100 seconds and rendering in 100+ FPS. Our method leverages the strengths of 3D Gaussian Splatting, which provides an explicit and efficient representation of 3D humans. Standing apart from prior NeRF-based pipelines, Human101 ingeniously applies a Human-centric Forward Gaussian Animation method to deform the parameters of 3D Gaussians, thereby enhancing rendering speed (i.e., rendering 1024-resolution images at an impressive 60+ FPS and rendering 512-resolution images at 100+ FPS). Experimental results indicate that our approach substantially eclipses current methods, clocking up to a 10 times surge in frames per second and delivering comparable or superior rendering quality.[π Paper](https://arxiv.org/pdf/2312.15258.pdf) | [π Project Page](https://longxiang-ai.github.io/Human101/) | [π» Code (not yet)](https://github.com/longxiang-ai/Human101)
### 23. [CVPR '24] Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians
**Authors**: Yuelang Xu, Benwang Chen, Zhe Li, Hongwen Zhang, Lizhen Wang, Zerong Zheng, Yebin LiuAbstract
Creating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions.[π Paper](https://arxiv.org/pdf/2312.03029.pdf) | [π Project Page](https://yuelangx.github.io/gaussianheadavatar/) | | [π» Code](https://github.com/YuelangX/Gaussian-Head-Avatar) | [π₯ Short Presentation](https://www.youtube.com/watch?v=kvrrI3EoM5g)
### 24. HumanSplat: Generalizable Single-Image Human Gaussian Splatting with Structure Priors
**Authors**: Panwang Pan, Zhuo Su, Chenguo Lin, Zhen Fan, Yongjie Zhang, Zeming Li, Tingting Shen, Yadong Mu, Yebin LiuAbstract
Despite recent advancements in high-fidelity human reconstruction techniques, the requirements for densely captured images or time-consuming per-instance optimization significantly hinder their applications in broader scenarios. To tackle these issues, we present HumanSplat that predicts the 3D Gaussian Splatting properties of any human from a single input image in a generalizable manner. In particular, HumanSplat comprises a 2D multi-view diffusion model and a latent reconstruction transformer with human structure priors that adeptly integrate geometric priors and semantic features within a unified framework. A hierarchical loss that incorporates human semantic information is further designed to achieve high-fidelity texture modeling and better constrain the estimated multiple views. Comprehensive experiments on standard benchmarks and in-the-wild images demonstrate that HumanSplat surpasses existing state-of-the-art methods in achieving photorealistic novel-view synthesis. Project page: https://humansplat.github.io/.[π Paper](https://arxiv.org/pdf/2406.12459) | [π Project Page](https://humansplat.github.io/)
## Classic work:
### 1. A Generalization of Algebraic Surface Drawing
**Authors**: James F. Blinn***Comment:***: First paper rendering 3D gaussians.
Abstract
The mathematical description of three-dimensional surfaces usually falls into one of two classifications:
parametric and implicit. An implicit surface is defined to be all points which satisfy some
equation F (x, y, z) = 0. This form is ideally suited for image space shaded picture drawing; the pixel
coordinates are substituted for x and y, and the equation is solved for z. Algorithms for drawing such
objects have been developed primarily for first- and second-order polynomial functions, a subcategory
known as algebraic surfaces. This paper presents a new algorithm applicable to other functional
forms, in particular to the summation of several Gaussian density distributions. The algorithm was
created to model electron density maps of molecular structures, but it can be used for other artistically
interesting shapes.[π Paper](https://dl.acm.org/doi/pdf/10.1145/357306.357310)
### 2. Approximate Differentiable Rendering with Algebraic Surfaces
**Authors**: Leonid Keselman and Martial Hebert***Comment:***: First paper to do differentiable rendering optimization of 3D gaussians.
Abstract
Differentiable renderers provide a direct mathematical link
between an objectβs 3D representation and images of that object. In
this work, we develop an approximate differentiable renderer for a compact, interpretable representation, which we call Fuzzy Metaballs. Our
approximate renderer focuses on rendering shapes via depth maps and
silhouettes. It sacrifices fidelity for utility, producing fast runtimes and
high-quality gradient information that can be used to solve vision tasks.
Compared to mesh-based differentiable renderers, our method has forward passes that are 5x faster and backwards passes that are 30x faster.
The depth maps and silhouette images generated by our method are
smooth and defined everywhere. In our evaluation of differentiable renderers for pose estimation, we show that our method is the only one
comparable to classic techniques. In shape from silhouette, our method
performs well using only gradient descent and a per-pixel loss, without
any surrogate losses or regularization. These reconstructions work well
even on natural video sequences with segmentation artifacts.[π Paper](https://arxiv.org/pdf/2207.10606.pdf) | [π Project Page](https://leonidk.com/fuzzy-metaballs/) | [π» Code](https://github.com/leonidk/fuzzy-metaballs) | [π₯ Short Presentation](https://www.youtube.com/watch?v=Ec7cxEc9eOU)
### 3. Unbiased Gradient Estimation for Differentiable Surface Splatting via Poisson Sampling
**Authors**: Jan U. MΓΌller, Michael Weinmann, Reinhard Klein***Comment:*** Builds 2D screen-space gaussians from underlying 3D representations.
Abstract
We propose an efficient and GPU-accelerated sampling framework which enables unbiased gradient approximation for differentiable point cloud rendering based on surface splatting. Our framework models the contribution of a point to the rendered image as a probability distribution. We derive an unbiased approximative gradient for the rendering function within this model. To efficiently evaluate the proposed sample estimate, we introduce a tree-based data-structure which employs multi-pole methods to draw samples in near linear time. Our gradient estimator allows us to avoid regularization required by previous methods, leading to a more faithful shape recovery from images. Furthermore, we validate that these improvements are applicable to real-world applications by refining the camera poses and point cloud obtained from a real-time SLAM system. Finally, employing our framework in a neural rendering setting optimizes both the point cloud and network parameters, highlighting the frameworkβs ability to enhance data driven approaches.[π Paper](https://www.ecva.net/papers/eccv_2022/papers_ECCV/papers/136930276.pdf) [π» Code](https://github.com/muellerju/unbiased-differentiable-splatting)
### 4. Generating and Real-Time Rendering of Clouds
**Authors**: Petr Man***Comment:*** Splatting of anisotropic gaussians. Basically a non-differentiable implementation of 3DGS.
Abstract
This paper presents a method for generation and real-time
rendering of static clouds. Perlin noise function generates
three dimensional map of a cloud. We also present a twopass rendering algorithm that performs physically based
approximation. In the first preprocessed phase it computes
multiple forward scattering. In the second phase first order
anisotropic scattering at runtime is evaluated.
The generated map is stored as voxels and is unsuitable
for the real-time rendering. We introduce a more suitable
inner representation of cloud that approximates the original map and contains much less information. The cloud is
then represented by a set of metaballs (spheres) with parameters such as center positions, radii and density values.
The main contribution of this paper is to propose a
method, that transforms the original cloud map to the inner
representation. This method uses the Radial Basis Function (RBF) neural network.[π Paper](https://old.cescg.org/CESCG-2006/papers/Prague-Man-Petr.pdf)
## Compression:
## 2024:
### 1. [I3D '24] Reducing the Memory Footprint of 3D Gaussian Splatting
**Authors**: Panagiotis Papantonakis, Georgios Kopanas, Bernhard Kerbl, Alexandre Lanvin, George DrettakisAbstract
3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian
primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolutionaware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a Γ27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device (see Fig. 1).[π Paper](https://repo-sam.inria.fr/fungraph/reduced_3dgs/reduced_3DGS_i3d.pdf) | [π Project Page](https://repo-sam.inria.fr/fungraph/reduced_3dgs/) | [π» Code (not yet)](https://repo-sam.inria.fr/fungraph/reduced_3dgs/#)
### 2. [CVPR '24] Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis
**Authors**: Simon Niedermayr, Josef Stumpfegger, RΓΌdiger WestermannAbstract
Recently, high-fidelity scene reconstruction with an optimized 3D Gaussian splat representation has been introduced for novel view synthesis from sparse image sets. Making such representations suitable for applications like network streaming and rendering on low-power devices requires significantly reduced memory consumption as well as improved rendering efficiency. We propose a compressed 3D Gaussian splat representation that utilizes sensitivity-aware vector clustering with quantization-aware training to compress directional colors and Gaussian parameters. The learned codebooks have low bitrates and achieve a compression rate of up to 31Γ on real-world scenes with only minimal degradation of visual quality. We demonstrate that the compressed splat representation can be efficiently rendered with hardware rasterization on lightweight GPUs at up to 4Γ higher framerates than reported via an optimized GPU compute pipeline. Extensive experiments across multiple datasets demonstrate the robustness and rendering speed of the proposed approach.[π Paper](https://arxiv.org/pdf/2401.02436.pdf) | [π Project Page](https://keksboter.github.io/c3dgs/) | [π» Code](https://github.com/KeKsBoTer/c3dgs)
### 3. HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression
**Authors**: Yihang Chen, Qianyi Wu, Jianfei Cai, Mehrtash Harandi, Weiyao LinAbstract
3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To address this, we make use of the relations between the unorganized anchors and the structured hash grid, leveraging their mutual information for context modeling, and propose a Hash-grid Assisted Context (HAC) framework for highly compact 3DGS representation. Our approach introduces a binary hash grid to establish continuous spatial consistencies, allowing us to unveil the inherent spatial relations of anchors through a carefully designed context model. To facilitate entropy coding, we utilize Gaussian distributions to accurately estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Additionally, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Importantly, our work is the pioneer to explore context-based compression for 3DGS representation, resulting in a remarkable size reduction of over 75Γ compared to vanilla 3DGS, while simultaneously improving fidelity, and achieving over 11Γ size reduction over SOTA 3DGS compression approach Scaffold-GS.[π Paper](https://arxiv.org/pdf/2401.02436.pdf) | [π Project Page](https://yihangchen-ee.github.io/project_hac/) | [π» Code](https://github.com/YihangChen-ee/HAC)
### 4. [ECCV '24] End-to-End Rate-Distortion Optimized 3D Gaussian Representation
**Authors**: Henan Wang, Hanxin Zhu, Tianyu He, Runsen Feng, Jiajun Deng, Jiang Bian, Zhibo ChenAbstract
3D Gaussian Splatting (3DGS) has become an emerging technique with remarkable potential in 3D representation and image rendering. However, the substantial storage overhead of 3DGS significantly impedes its practical applications. In this work, we formulate the compact 3D Gaussian learning as an end-to-end Rate-Distortion Optimization (RDO) problem and propose RDO-Gaussian that can achieve flexible and continuous rate control. RDO-Gaussian addresses two main issues that exist in current schemes: 1) Different from prior endeavors that minimize the rate under the fixed distortion, we introduce dynamic pruning and entropy-constrained vector quantization (ECVQ) that optimize the rate and distortion at the same time. 2) Previous works treat the colors of each Gaussian equally, while we model the colors of different regions and materials with learnable numbers of parameters. We verify our method on both real and synthetic scenes, showcasing that RDO-Gaussian greatly reduces the size of 3D Gaussian over 40Γ, and surpasses existing methods in rate-distortion performance.[π Paper](https://arxiv.org/pdf/2406.01597.pdf) | [π» Code](https://github.com/USTC-IMCL/RDO-Gaussian)
## 2023:
### 1. LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS
**Authors**: Zhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu, Dejia Xu, Zhangyang WangAbstract
Recent advancements in real-time neural rendering using point-based techniques have paved the way for the widespread adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting come with a substantial storage overhead caused by growing the SfM points to millions, often demanding gigabyte-level disk space for a single unbounded scene, posing significant scalability challenges and hindering the splatting efficiency.
To address this challenge, we introduce LightGaussian, a novel method designed to transform 3D Gaussians into a more efficient and compact format. Drawing inspiration from the concept of Network Pruning, LightGaussian identifies Gaussians that are insignificant in contributing to the scene reconstruction and adopts a pruning and recovery process, effectively reducing redundancy in Gaussian counts while preserving visual effects. Additionally, LightGaussian employs distillation and pseudo-view augmentation to distill spherical harmonics to a lower degree, allowing knowledge transfer to more compact representations while maintaining reflectance. Furthermore, we propose a hybrid scheme, VecTree Quantization, to quantize all attributes, resulting in lower bitwidth representations with minimal accuracy losses.
In summary, LightGaussian achieves an averaged compression rate over 15x while boosting the FPS from 139 to 215, enabling an efficient representation of complex scenes on Mip-NeRF 360, Tank and Temple datasets.[π Paper](https://arxiv.org/pdf/2311.17245.pdf) | [π Project Page](https://lightgaussian.github.io/) | [π» Code](https://github.com/VITA-Group/LightGaussian) | [π₯ Short Presentation](https://youtu.be/470hul75bSM?si=EKm-UaBaTs9qJH6K)
### 2. Compact3D: Compressing Gaussian Splat Radiance Field Models with Vector Quantization
**Authors**: KL Navaneet, Kossar Pourahmadi Meibodi, Soroush Abbasi Koohpayegani, Hamed PirsiavashAbstract
3D Gaussian Splatting is a new method for modeling and rendering 3D radiance fields that achieves much faster learning and rendering time compared to SOTA NeRF methods. However, it comes with a drawback in the much larger storage demand compared to NeRF methods since it needs to store the parameters for several 3D Gaussians. We notice that many Gaussians may share similar parameters, so we introduce a simple vector quantization method based on \kmeans algorithm to quantize the Gaussian parameters. Then, we store the small codebook along with the index of the code for each Gaussian. Moreover, we compress the indices further by sorting them and using a method similar to run-length encoding. We do extensive experiments on standard benchmarks as well as a new benchmark which is an order of magnitude larger than the standard benchmarks. We show that our simple yet effective method can reduce the storage cost for the original 3D Gaussian Splatting method by a factor of almost 20Γ with a very small drop in the quality of rendered images.[π Paper](https://arxiv.org/pdf/2311.18159.pdf) | [π» Code](https://github.com/UCDvision/compact3d)
### 3. [CVPR '24] Compact 3D Gaussian Representation for Radiance Field
**Authors**: Joo Chan Lee, Daniel Rho, Xiangyu Sun, Jong Hwan Ko, Eunbyung ParkAbstract
Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10Γ reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering.[π Paper](https://arxiv.org/pdf/2311.13681.pdf) | [π Project Page](https://maincold2.github.io/c3dgs/) | [π» Code](https://github.com/maincold2/Compact-3DGS)
### 4. [ECCV '24] Compact 3D Scene Representation via Self-Organizing Gaussian Grids
**Authors**: Wieland Morgenstern, Florian Barthel, Anna Hilsmann, Peter EisertAbstract
3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g. on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 17x to 42x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption.[π Paper](https://arxiv.org/pdf/2312.13299.pdf) | [π Project Page](https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/) | [π» Code](https://github.com/fraunhoferhhi/Self-Organizing-Gaussians)
## Diffusion:
## 2024:
### 1. AGG: Amortized Generative 3D Gaussians for Single Image to 3D
**Authors**: Dejia Xu, Ye Yuan, Morteza Mardani, Sifei Liu, Jiaming Song, Zhangyang Wang, Arash VahdatAbstract
Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster.[π Paper](https://arxiv.org/pdf/2401.04099.pdf) | [π Project Page](https://ir1d.github.io/AGG/)| [π₯ Short Presentation](https://youtu.be/jkwmp2UH0Ug?si=lBXjme-d9bVrXTNf)
### 2. Fast Dynamic 3D Object Generation from a Single-view Video
**Authors**: Zijie Pan, Zeyu Yang, Xiatian Zhu, Li ZhangAbstract
Generating dynamic three-dimensional (3D) object from a single-view video is challenging due to the lack of 4D labeled data. Existing methods extend text-to-3D pipelines by transferring off-the-shelf image generation models such as score distillation sampling, but they are slow and expensive to scale (e.g., 150 minutes per object) due to the need for back-propagating the information-limited supervision signals through a large pretrained model. To address this limitation, we propose an efficient video-to-4D object generation framework called Efficient4D. It generates high-quality spacetime-consistent images under different camera views, and then uses them as labeled data to directly train a novel 4D Gaussian splatting model with explicit point cloud geometry, enabling real-time rendering under continuous camera trajectories. Extensive experiments on synthetic and real videos show that Efficient4D offers a remarkable 10-fold increase in speed when compared to prior art alternatives while preserving the same level of innovative view synthesis quality. For example, Efficient4D takes only 14 minutes to model a dynamic object.[π Paper](https://arxiv.org/pdf/2401.08742.pdf) | [π Project Page](https://fudan-zvg.github.io/Efficient4D/) | [π» Code](https://github.com/fudan-zvg/Efficient4D) | [π₯ Short Presentation](https://fudan-zvg.github.io/Efficient4D/assets/video/demo.mp4)
### 3. GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting
**Authors**: Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi TianAbstract
Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting, that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination which explicitly inject structure priors into the initial optimization process for helping build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. Our GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, and OpenIllumination, achieving strong reconstruction results from only 4 views and significantly outperforming previous state-of-the-art methods.[π Paper](https://arxiv.org/pdf/2402.10259.pdf) | [π Project Page](https://gaussianobject.github.io/) | [π» Code](https://github.com/GaussianObject/GaussianObject) | [π₯ Short Presentation](https://youtu.be/ozoI0tmW3r0?si=KcaHtvVnrexqaf58)
### 4.LGM: Large Multi-View Gaussian Model for High-Resolution 3D Content Creation
**Authors**: Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi Tian3D content creation has achieved significant progress in terms of both quality and speed. Although current feed-forward models can produce 3D objects in seconds, their resolution is constrained by the intensive computation required during training. In this paper, we introduce Large Multi-view Gaussian Model (LGM), a novel framework designed to generate high-resolution 3D models from text prompts or single-view images. Our key insights are two-fold: (1) 3D Representation: We propose multi-view Gaussian features as an efficient yet powerful representation, which can then be fused together for differentiable rendering. (2) 3D Backbone: We present an asymmetric U-Net as a high-throughput backbone operating on multi-view images, which can be produced from text or single-view image input by leveraging multi-view diffusion models. Extensive experiments demonstrate the high fidelity and efficiency of our approach. Notably, we maintain the fast speed to generate 3D objects within 5 seconds while boosting the training resolution to 512, thereby achieving high-resolution 3D content generation.
[π Paper](https://arxiv.org/pdf/2402.05054.pdf) | [π Project Page](https://me.kiui.moe/lgm/) | [π» Code](https://github.com/3DTopia/LGM)
### 5. GALA3D: Towards Text-to-3D Complex Scene Generation via Layout-guided Generative Gaussian Splatting
**Authors**: Xiaoyu Zhou, Xingjian Ran, Yajiao Xiong, Jinlin He, Zhiwei Lin, Yongtao Wang, Deqing Sun, Ming-Hsuan YangAbstract
We present GALA3D, generative 3D GAussians with LAyout-guided control, for effective compositional text-to-3D generation. We first utilize large language models (LLMs) to generate the initial layout and introduce a layout-guided 3D Gaussian representation for 3D content generation with adaptive geometric constraints. We then propose an object-scene compositional optimization mechanism with conditioned diffusion to collaboratively generate realistic 3D scenes with consistent geometry, texture, scale, and accurate interactions among multiple objects while simultaneously adjusting the coarse layout priors extracted from the LLMs to align with the generated scene. Experiments show that GALA3D is a user-friendly, end-to-end framework for state-of-the-art scene-level 3D content generation and controllable editing while ensuring the high fidelity of object-level entities within the scene.[π Paper](https://arxiv.org/pdf/2402.07207.pdf) | [π Project Page](https://gala3d.github.io/) | [π» Code (not yet)](https://github.com/VDIGPKU/GALA3D)
### 6. IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
**Authors**: Luke Melas-Kyriazi, Iro Laina, Christian Rupprecht, Natalia Neverova, Andrea Vedaldi, Oran Gafni, Filippos KokkinosAbstract
Most text-to-3D generators build upon off-the-shelf text-to-image models trained on billions of images. They use variants of Score Distillation Sampling (SDS), which is slow, somewhat unstable, and prone to artifacts. A mitigation is to fine-tune the 2D generator to be multi-view aware, which can help distillation or can be combined with reconstruction networks to output 3D objects directly. In this paper, we further explore the design space of text-to-3D models. We significantly improve multi-view generation by considering video instead of image generators. Combined with a 3D reconstruction algorithm which, by using Gaussian splatting, can optimize a robust image-based loss, we directly produce high-quality 3D outputs from the generated views. Our new method, IM-3D, reduces the number of evaluations of the 2D generator network 10-100x, resulting in a much more efficient pipeline, better quality, fewer geometric inconsistencies, and higher yield of usable 3D assets.[π Paper](https://arxiv.org/pdf/2402.08682.pdf)
### 7. Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting
**Authors**: Zhiqi Li, Yiming Chen, Lingzhe Zhao, Peidong LiuAbstract
While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.[π Paper](https://lizhiqi49.github.io/MVControl/assets/paper.pdf) | [π Project Page](https://lizhiqi49.github.io/MVControl/) | [π» Code](https://github.com/WU-CVGL/MVControl-threestudio)
### 8. Hyper-3DG:Text-to-3D Gaussian Generation via Hypergraph
**Authors**: Donglin Di, Jiahui Yang, Chaofan Luo, Zhou Xue, Wei Chen, Xun Yang, Yue GaoAbstract
Text-to-3D generation represents an exciting field that has seen rapid advancements, facilitating the transformation of textual descriptions into detailed 3D models. However, current progress often neglects the intricate high-order correlation of geometry and texture within 3D objects, leading to challenges such as over-smoothness, over-saturation and the Janus problem. In this work, we propose a method named ``3D Gaussian Generation via Hypergraph (Hyper-3DG)'', designed to capture the sophisticated high-order correlations present within 3D objects. Our framework is anchored by a well-established mainflow and an essential module, named ``Geometry and Texture Hypergraph Refiner (HGRefiner)''. This module not only refines the representation of 3D Gaussians but also accelerates the update process of these 3D Gaussians by conducting the Patch-3DGS Hypergraph Learning on both explicit attributes and latent visual features. Our framework allows for the production of finely generated 3D objects within a cohesive optimization, effectively circumventing degradation. Extensive experimentation has shown that our proposed method significantly enhances the quality of 3D generation while incurring no additional computational overhead for the underlying framework.[π Paper](https://arxiv.org/pdf/2403.09236.pdf) | [π» Code (not yet)](https://github.com/yjhboy/Hyper3DG)
### 9. DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling
**Authors**: Haoran Li, Haolin Shi, Wenli Zhang, Wenjun Wu, Yong Liao, Lin Wang, Lik Hang Lee, Pengyuan ZhouAbstract
Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors, increasingly capturing the attention of both academic and industry circles. Despite significant progress, current methods still struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework that leverages Formation Pattern Sampling (FPS) for core structuring, augmented with a strategic camera sampling and supported by holistic object-environment integration to overcome these hurdles. FPS, guided by the formation patterns of 3D objects, employs multi-timesteps sampling to quickly form semantically rich, high-quality representations, uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. The camera sampling strategy incorporates a progressive three-stage approach, specifically designed for both indoor and outdoor settings, to effectively ensure scene-wide 3D consistency. DreamScene enhances scene editing flexibility by combining objects and environments, enabling targeted adjustments. Extensive experiments showcase DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications.[π Paper](https://arxiv.org/pdf/2404.03575.pdf) | [π Project Page](https://dreamscene-project.github.io/) | [π» Code (not yet)](https://github.com/DreamScene-Project/DreamScene)
### 10. FDGaussian: Fast Gaussian Splatting from Single Image via Geometric-aware Diffusion Model
**Authors**: Qijun Feng, Zhen Xing, Zuxuan Wu, Yu-Gang JiangAbstract
Reconstructing detailed 3D objects from single-view images remains a challenging task due to the limited information available. In this paper, we introduce FDGaussian, a novel two-stage framework for single-image 3D reconstruction. Recent methods typically utilize pre-trained 2D diffusion models to generate plausible novel views from the input image, yet they encounter issues with either multi-view inconsistency or lack of geometric fidelity. To overcome these challenges, we propose an orthogonal plane decomposition mechanism to extract 3D geometric features from the 2D input, enabling the generation of consistent multi-view images. Moreover, we further accelerate the state-of-the-art Gaussian Splatting incorporating epipolar attention to fuse images from different viewpoints. We demonstrate that FDGaussian generates images with high consistency across different views and reconstructs high-quality 3D objects, both qualitatively and quantitatively.[π Paper](https://arxiv.org/pdf/2403.10242.pdf) | [π Project Page](https://qjfeng.net/FDGaussian)
### 11. BAGS: Building Animatable Gaussian Splatting from a Monocular Video with Diffusion Priors
**Authors**: Tingyang Zhang, Qingzhe Gao, Weiyu Li, Libin Liu, Baoquan ChenAbstract
Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.[π Paper](https://arxiv.org/pdf/2403.11427)
### 12. BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
**Authors**: Lutao Jiang, Lin WangAbstract
Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts.[π Paper](https://arxiv.org/pdf/2403.11273) | [π Project Page](https://vlislab22.github.io/BrightDreamer/) | [π» Code](https://github.com/lutao2021/BrightDreamer)
### 13. GVGEN: Text-to-3D Generation with Volumetric Representation
**Authors**: Xianglong He, Junyi Chen, Sida Peng, Di Huang, Yangguang Li, Xiaoshui Huang, Chun Yuan, Wanli Ouyang, Tong HeAbstract
In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (βΌ7 seconds), effectively striking a balance between quality and efficiency.[π Paper](https://arxiv.org/pdf/2403.12957) | [π Project Page](https://gvgen.github.io/) | [π» Code (not yet)](https://github.com/GVGEN/GVGEN)
### 14. SyncTweedies: A General Generative Framework Based on Synchronized Diffusions
**Authors**: Jaihoon Kim, Juil Koo, Kyeongmin Yeo, Minhyuk SungAbstract
We introduce a general framework for generating diverse visual content, including ambiguous images, panorama images, mesh textures, and Gaussian splat textures, by synchronizing multiple diffusion processes. We present exhaustive investigation into all possible scenarios for synchronizing multiple diffusion processes through a canonical space and analyze their characteristics across applications. In doing so, we reveal a previously unexplored case: averaging the outputs of Tweedie's formula while conducting denoising in multiple instance spaces. This case also provides the best quality with the widest applicability to downstream tasks. We name this case SyncTweedies. In our experiments generating visual content aforementioned, we demonstrate the superior quality of generation by SyncTweedies compared to other synchronization methods, optimization-based and iterative-update-based methods.[π Paper](https://arxiv.org/pdf/2403.14370) | [π Project Page](https://synctweedies.github.io/) | [π» Code (not yet)]()
### 15. STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians
**Authors**: Yifei Zeng, Yanqin Jiang, Siyu Zhu, Yuanxun Lu, Youtian Lin, Hao Zhu, Weiming Hu, Xun Cao, Yao YaoAbstract
Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.[π Paper](https://arxiv.org/pdf/2403.14939) | [π Project Page](https://nju-3dv.github.io/projects/STAG4D/) | [π» Code](https://github.com/zeng-yifei/STAG4D) | [π₯ Short Presentation](https://www.youtube.com/watch?v=YJkFMIV2OyQ)
### 16. Comp4D: LLM-Guided Compositional 4D Scene Generation
**Authors**: Dejia Xu, Hanwen Liang, Neel P. Bhatt, Hezhen Hu, Hanxue Liang, Konstantinos N. Plataniotis, Zhangyang WangAbstract
Recent advancements in diffusion models for 2D and 3D content creation have sparked a surge of interest in generating 4D content. However, the scarcity of 3D scene datasets constrains current methodologies to primarily object-centric generation. To overcome this limitation, we present Comp4D, a novel framework for Compositional 4D Generation. Unlike conventional methods that generate a singular 4D representation of the entire scene, Comp4D innovatively constructs each 4D object within the scene separately. Utilizing Large Language Models (LLMs), the framework begins by decomposing an input text prompt into distinct entities and maps out their trajectories. It then constructs the compositional 4D scene by accurately positioning these objects along their designated paths. To refine the scene, our method employs a compositional score distillation technique guided by the pre-defined trajectories, utilizing pre-trained diffusion models across text-to-image, text-to-video, and text-to-3D domains. Extensive experiments demonstrate our outstanding 4D content creation capability compared to prior arts, showcasing superior visual quality, motion fidelity, and enhanced object interactions.[π Paper](https://arxiv.org/pdf/2403.16993.pdf) | [π Project Page](https://vita-group.github.io/Comp4D/) | [π» Code (not yet)](https://github.com/VITA-Group/Comp4D) | [π₯ Short Presentation](https://youtu.be/9q8SV1Xf_Xw)
### 17. DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
**Authors**: Yuanze Lin, Ronald Clark, Philip TorrAbstract
We present DreamPolisher, a novel Gaussian Splatting based method with geometric guidance, tailored to learn cross-view consistency and intricate detail from textual descriptions. While recent progress on text-to-3D generation methods have been promising, prevailing methods often fail to ensure view-consistency and textural richness. This problem becomes particularly noticeable for methods that work with text input alone. To address this, we propose a two-stage Gaussian Splatting based approach that enforces geometric consistency among views. Initially, a coarse 3D generation undergoes refinement via geometric optimization. Subsequently, we use a ControlNet driven refiner coupled with the geometric consistency term to improve both texture fidelity and overall consistency of the generated 3D asset. Empirical evaluations across diverse textual prompts spanning various object categories demonstrate the efficacy of DreamPolisher in generating consistent and realistic 3D objects, aligning closely with the semantics of the textual instructions.[π Paper](https://arxiv.org/pdf/2403.17237) | [π Project Page](https://yuanze-lin.me/DreamPolisher_page/) | [π» Code (not yet)](https://github.com/yuanze-lin/DreamPolisher)
### 18. SC4D: Sparse-Controlled Video-to-4D Generation and Motion Transfer
**Authors**: Zijie Wu, Chaohui Yu, Yanqin Jiang, Chenjie Cao, Fan Wang, Xiang BaiAbstract
Recent advances in 2D/3D generative models enable the generation of dynamic 3D objects from a single-view video. Existing approaches utilize score distillation sampling to form the dynamic scene as dynamic NeRF or dense 3D Gaussians. However, these methods struggle to strike a balance among reference view alignment, spatio-temporal consistency, and motion fidelity under single-view conditions due to the implicit nature of NeRF or the intricate dense Gaussian motion prediction. To address these issues, this paper proposes an efficient, sparse-controlled video-to-4D framework named SC4D, that decouples motion and appearance to achieve superior video-to-4D generation. Moreover, we introduce Adaptive Gaussian (AG) initialization and Gaussian Alignment (GA) loss to mitigate shape degeneration issue, ensuring the fidelity of the learned motion and shape. Comprehensive experimental results demonstrate that our method surpasses existing methods in both quality and efficiency. In addition, facilitated by the disentangled modeling of motion and appearance of SC4D, we devise a novel application that seamlessly transfers the learned motion onto a diverse array of 4D entities according to textual descriptions.[π Paper](https://arxiv.org/pdf/2404.03736) | [π Project Page](https://sc4d.github.io/) | [π» Code (not yet)](https://github.com/JarrentWu1031/SC4D) | [π₯ Short Presentation](https://youtu.be/SkpTEuX4B5c?si=yvrF_iRHnMQR9TD0)
### 19. Hash3D: Training-free Acceleration for 3D Generation
**Authors**: Xingyi Yang, Xinchao WangAbstract
The evolution of 3D generative modeling has been notably propelled by the adoption of 2D diffusion models. Despite this progress, the cumbersome optimization process per se presents a critical hurdle to efficiency. In this paper, we introduce Hash3D, a universal acceleration for 3D generation without model training. Central to Hash3D is the insight that feature-map redundancy is prevalent in images rendered from camera positions and diffusion time-steps in close proximity. By effectively hashing and reusing these feature maps across neighboring timesteps and camera angles, Hash3D substantially prevents redundant calculations, thus accelerating the diffusion model's inference in 3D generation tasks. We achieve this through an adaptive grid-based hashing. Surprisingly, this feature-sharing mechanism not only speed up the generation but also enhances the smoothness and view consistency of the synthesized 3D objects. Our experiments covering 5 text-to-3D and 3 image-to-3D models, demonstrate Hash3D's versatility to speed up optimization, enhancing efficiency by 1.3 to 4 times. Additionally, Hash3D's integration with 3D Gaussian splatting largely speeds up 3D model creation, reducing text-to-3D processing to about 10 minutes and image-to-3D conversion to roughly 30 seconds.[π Paper](https://arxiv.org/pdf/2404.06091) | [π Project Page](https://adamdad.github.io/hash3D/) | [π» Code](https://github.com/Adamdad/hash3D)
### 20. Zero-shot Point Cloud Completion Via 2D Priors
**Authors**: Tianxin Huang, Zhiwen Yan, Yuyang Zhao, Gim Hee LeeAbstract
3D point cloud completion is designed to recover complete shapes from partially observed point clouds. Conventional completion methods typically depend on extensive point cloud data for training %, with their effectiveness often constrained to object categories similar to those seen during training. In contrast, we propose a zero-shot framework aimed at completing partially observed point clouds across any unseen categories. Leveraging point rendering via Gaussian Splatting, we develop techniques of Point Cloud Colorization and Zero-shot Fractal Completion that utilize 2D priors from pre-trained diffusion models to infer missing regions. Experimental results on both synthetic and real-world scanned point clouds demonstrate that our approach outperforms existing methods in completing a variety of objects without any requirement for specific training data.[π Paper](https://arxiv.org/pdf/2404.06814)
### 21. [ECCV '24] DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
**Authors**: Shijie Zhou, Zhiwen Fan, Dejia Xu, Haoran Chang, Pradyumna Chari, Tejas Bharadwaj, Suya You, Zhangyang Wang, Achuta KadambiAbstract
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360β scene generation pipeline that facilitates the creation of comprehensive 360β scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360β perspective, providing an enhanced immersive experience over existing techniques.[π Paper](https://arxiv.org/pdf/2404.06903) | [π Project Page](https://dreamscene360.github.io/) | [π» Code (not yet)]() | [π₯ Short Presentation](https://www.youtube.com/embed/6rMIQfe7b24?si=cm7cZ-T9r5na7YFD)
### 22. RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
**Authors**: Jaidev Shriram, Alex Trevithick, Lingjie Liu, Ravi RamamoorthiAbstract
We introduce RealmDreamer, a technique for generation of general forward-facing 3D scenes from text descriptions. Our technique optimizes a 3D Gaussian Splatting representation to match complex text prompts. We initialize these splats by utilizing the state-of-the-art text-to-image generators, lifting their samples into 3D, and computing the occlusion volume. We then optimize this representation across multiple views as a 3D inpainting task with image-conditional diffusion models. To learn correct geometric structure, we incorporate a depth diffusion model by conditioning on the samples from the inpainting model, giving rich geometric structure. Finally, we finetune the model using sharpened samples from image generators. Notably, our technique does not require video or multi-view data and can synthesize a variety of high-quality 3D scenes in different styles, consisting of multiple objects. Its generality additionally allows 3D synthesis from a single image[π Paper](https://arxiv.org/pdf/2404.07199) | [π Project Page](https://realmdreamer.github.io/) | [π» Code (not yet)]()
### 23. GaussianCube: A Structured and Explicit Radiance Representation for 3D Generative Modeling
**Authors**: Bowen Zhang, Yiji Cheng, Jiaolong Yang, Chunyu Wang, Feng Zhao, Yansong Tang, Dong Chen, Baining GuoAbstract
We introduce a radiance representation that is both structured and fully explicit and thus greatly facilitates 3D generative modeling. Existing radiance representations either require an implicit feature decoder, which significantly degrades the modeling power of the representation, or are spatially unstructured, making them difficult to integrate with mainstream 3D diffusion methods. We derive GaussianCube by first using a novel densification-constrained Gaussian fitting algorithm, which yields high-accuracy fitting using a fixed number of free Gaussians, and then rearranging these Gaussians into a predefined voxel grid via Optimal Transport. Since GaussianCube is a structured grid representation, it allows us to use standard 3D U-Net as our backbone in diffusion modeling without elaborate designs. More importantly, the high-accuracy fitting of the Gaussians allows us to achieve a high-quality representation with orders of magnitude fewer parameters than previous structured representations for comparable quality, ranging from one to two orders of magnitude. The compactness of GaussianCube greatly eases the difficulty of 3D generative modeling. Extensive experiments conducted on unconditional and class-conditioned object generation, digital avatar creation, and text-to-3D synthesis all show that our model achieves state-of-the-art generation results both qualitatively and quantitatively, underscoring the potential of GaussianCube as a highly accurate and versatile radiance representation for 3D generative modeling.[π Paper](https://arxiv.org/pdf/2403.19655.pdf) | [π Project Page](https://gaussiancube.github.io/) | [π» Code](https://github.com/GaussianCube/GaussianCube)
### 24. 4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
**Authors**: Heng Yu, Chaoyang Wang, Peiye Zhuang, Willi Menapace, Aliaksandr Siarohin, Junli Cao, Laszlo A Jeni, Sergey Tulyakov, Hsin-Ying LeeAbstract
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.[π Paper](https://arxiv.org/pdf/2406.07472.pdf) | [π Project Page](https://snap-research.github.io/4Real/) | [π» Code (not yet)]()
## 2023:
### 1. [CVPR '24] Text-to-3D using Gaussian Splatting
**Authors**: Zilong Chen, Feng Wang, Huaping LiuAbstract
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a pro- gressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components.[π Paper](https://arxiv.org/pdf/2309.16585.pdf) | [π Project Page](https://gsgen3d.github.io/) | [π» Code](https://github.com/gsgen3d/gsgen) | [π₯ Short Presentation](https://streamable.com/28snte) | [π₯ Explanation Video](https://www.youtube.com/live/l956ye13F8M?si=ZkvFL_lsY5OQUB7e)
### 2. DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation
**Authors**: Jiaxiang Tang, Jiawei Ren, Hang Zhou, Ziwei Liu, Gang ZengAbstract
Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks. To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details. Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach. Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods.[π Paper](https://arxiv.org/pdf/2309.16653.pdf) | [π Project Page](https://dreamgaussian.github.io/) | [π» Code](https://github.com/dreamgaussian/dreamgaussian) | [π₯ Explanation Video](https://www.youtube.com/live/l956ye13F8M?si=ZkvFL_lsY5OQUB7e)
### 3. GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
**Authors**: Taoran Yi1, Jiemin Fang, Guanjun Wu1, Lingxi Xie, Xiaopeng Zhang,
Wenyu Liu, Tian Qi, Xinggang WangAbstract
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as GaussianDreamer, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our GaussianDreamer can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time.[π Paper](https://arxiv.org/pdf/2310.08529.pdf) | [π Project Page](https://taoranyi.com/gaussiandreamer/) | [π» Code](https://github.com/hustvl/GaussianDreamer)
### 4. GaussianDiffusion: 3D Gaussian Splatting for Denoising Diffusion Probabilistic Models with Structured Noise
**Authors**: Xinhai Li, Huaibin Wang, Kuo-Kun TsengAbstract
Text-to-3D, known for its efficient generation methods and expansive creative potential, has garnered significant attention in the AIGC domain. However, the amalgamation of Nerf and 2D diffusion models frequently yields oversaturated images, posing severe limitations on downstream industrial applications due to the constraints of pixelwise rendering method. Gaussian splatting has recently superseded the traditional pointwise sampling technique prevalent in NeRF-based methodologies, revolutionizing various aspects of 3D reconstruction. This paper introduces a novel text to 3D content generation framework based on Gaussian splatting, enabling fine control over image saturation through individual Gaussian sphere transparencies, thereby producing more realistic images. The challenge of achieving multi-view consistency in 3D generation significantly impedes modeling complexity and accuracy. Taking inspiration from SJC, we explore employing multi-view noise distributions to perturb images generated by 3D Gaussian splatting, aiming to rectify inconsistencies in multi-view geometry. We ingeniously devise an efficient method to generate noise that produces Gaussian noise from diverse viewpoints, all originating from a shared noise source. Furthermore, vanilla 3D Gaussian-based generation tends to trap models in local minima, causing artifacts like floaters, burrs, or proliferative elements. To mitigate these issues, we propose the variational Gaussian splatting technique to enhance the quality and stability of 3D appearance. To our knowledge, our approach represents the first comprehensive utilization of Gaussian splatting across the entire spectrum of 3D content generation processes.[π Paper](https://arxiv.org/pdf/2311.11221.pdf)
### 5. [CVPR '24] LucidDreamer: Towards High-Fidelity Text-to-3D Generation via Interval Score Matching
**Authors**: Yixun Liang, Xin Yang, Jiantao Lin, Haodong Li, Xiaogang Xu, Yingcong ChenAbstract
The recent advancements in text-to-3D generation mark a significant milestone in generative models, unlocking new possibilities for creating imaginative 3D assets across various real-world scenarios. While recent advancements in text-to-3D generation have shown promise, they often fall short in rendering detailed and high-quality 3D models. This problem is especially prevalent as many methods base themselves on Score Distillation Sampling (SDS). This paper identifies a notable deficiency in SDS, that it brings inconsistent and low-quality updating direction for the 3D model, causing the over-smoothing effect. To address this, we propose a novel approach called Interval Score Matching (ISM). ISM employs deterministic diffusing trajectories and utilizes interval-based score matching to counteract over-smoothing. Furthermore, we incorporate 3D Gaussian Splatting into our text-to-3D generation pipeline. Extensive experiments show that our model largely outperforms the state-of-the-art in quality and training efficiency.[π Paper](https://arxiv.org/pdf/2311.11284.pdf) | [π» Code](https://github.com/EnVision-Research/LucidDreamer)
### 6. LucidDreamer: Domain-free Generation of 3D Gaussian Splatting Scenes
**Authors**: Jaeyoung Chung, Suyoung Lee, Hyeongjin Nam, Jaerin Lee, Kyoung Mu LeeAbstract
With the widespread usage of VR devices and contents, demands for 3D scene generation techniques become more popular. Existing 3D scene generation models, however, limit the target scene to specific domain, primarily due to their training strategies using 3D scan dataset that is far from the real-world. To address such limitation, we propose LucidDreamer, a domain-free scene generation pipeline by fully leveraging the power of existing large-scale diffusion-based generative model. Our LucidDreamer has two alternate steps: Dreaming and Alignment. First, to generate multi-view consistent images from inputs, we set the point cloud as a geometrical guideline for each image generation. Specifically, we project a portion of point cloud to the desired view and provide the projection as a guidance for inpainting using the generative model. The inpainted images are lifted to 3D space with estimated depth maps, composing a new points. Second, to aggregate the new points into the 3D scene, we propose an aligning algorithm which harmoniously integrates the portions of newly generated 3D scenes. The finally obtained 3D scene serves as initial points for optimizing Gaussian splats. LucidDreamer produces Gaussian splats that are highly-detailed compared to the previous 3D scene generation methods, with no constraint on domain of the target scene.[π Paper](https://arxiv.org/pdf/2311.13384.pdf) | [π Project Page](https://luciddreamer-cvlab.github.io/) | [π» Code](https://github.com/anonymous-luciddreamer/LucidDreamer)
### 7. [CVPR '24] HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting
**Authors**: Xian Liu, Xiaohang Zhan, Jiaxiang Tang, Ying Shan, Gang Zeng, Dahua Lin, Xihui Liu, Ziwei LiuAbstract
Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios.[π Paper](https://arxiv.org/pdf/2311.17061.pdf) | [π Project Page](https://alvinliu0.github.io/projects/HumanGaussian) | [π» Code](https://github.com/alvinliu0/HumanGaussian) | [π₯ Short Presentation](https://www.youtube.com/watch?v=S3djzHoqPKY)
### 8. CG3D: Compositional Generation for Text-to-3D
**Authors**: Alexander Vilesov, Pradyumna Chari, Achuta KadambiAbstract
With the onset of diffusion-based generative models and their ability to generate text-conditioned images, content generation has received a massive invigoration. Recently, these models have been shown to provide useful guidance for the generation of 3D graphics assets. However, existing work in text-conditioned 3D generation faces fundamental constraints: (i) inability to generate detailed, multi-object scenes, (ii) inability to textually control multi-object configurations, and (iii) physically realistic scene composition. In this work, we propose CG3D, a method for compositionally generating scalable 3D assets that resolves these constraints. We find that explicit Gaussian radiance fields, parameterized to allow for compositions of objects, possess the capability to enable semantically and physically consistent scenes. By utilizing a guidance framework built around this explicit representation, we show state of the art results, capable of even exceeding the guiding diffusion model in terms of object combinations and physics accuracy.[π Paper](https://arxiv.org/pdf/2311.17907.pdf) | [π Project Page](https://asvilesov.github.io/CG3D/) | | [π₯ Short Presentation](https://www.youtube.com/watch?v=FMAVeolsE7s)
### 9. Learn to Optimize Denoising Scores for 3D Generation - A Unified and Improved Diffusion Prior on NeRF and 3D Gaussian Splatting
**Authors**: Xiaofeng Yang, Yiwen Chen, Cheng Chen, Chi Zhang, Yi Xu, Xulei Yang, Fayao Liu and Guosheng LinAbstract
We propose a unified framework aimed at enhancing the diffusion priors for 3D generation tasks. Despite the critical importance of these tasks, existing methodologies often struggle to generate high-caliber results. We begin by examining the inherent limitations in previous diffusion priors. We identify a divergence between the diffusion priors and the training procedures of diffusion models that substantially impairs the quality of 3D generation. To address this issue, we propose a novel, unified framework that iteratively optimizes both the 3D model and the diffusion prior. Leveraging the different learnable parameters of the diffusion prior, our approach offers multiple configurations, affording various trade-offs between performance and implementation complexity. Notably, our experimental results demonstrate that our method markedly surpasses existing techniques, establishing new state-of-the-art in the realm of text-to-3D generation. Furthermore, our approach exhibits impressive performance on both NeRF and the newly introduced 3D Gaussian Splatting backbones. Additionally, our framework yields insightful contributions to the understanding of recent score distillation methods, such as the VSD and DDS loss.[π Paper](https://arxiv.org/pdf/2312.04820.pdf) | [π Project Page](https://yangxiaofeng.github.io/demo_diffusion_prior/) | [π» Code](https://github.com/yangxiaofeng/LODS)
### 10. [CVPR '24] Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models
**Authors**: Andreas Blattmann, Robin Rombach, Huan Ling, Tim Dockhorn, Seung Wook Kim, Sanja Fidler, Karsten KreisAbstract
Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques.[π Paper](https://arxiv.org/pdf/2304.08818.pdf) | [π Project Page](https://research.nvidia.com/labs/toronto-ai/AlignYourGaussians/)
### 11. DreamGaussian4D: Generative 4D Gaussian Splatting
**Authors**: Jiawei Ren, Liang Pan, Jiaxiang Tang, Chi Zhang, Ang Cao, Gang Zeng, Ziwei LiuAbstract
Remarkable progress has been made in 4D content generation recently. However, existing methods suffer from long optimization time, lack of motion controllability, and a low level of detail. In this paper, we introduce DreamGaussian4D, an efficient 4D generation framework that builds on 4D Gaussian Splatting representation. Our key insight is that the explicit modeling of spatial transformations in Gaussian Splatting makes it more suitable for the 4D generation setting compared with implicit representations. DreamGaussian4D reduces the optimization time from several hours to just a few minutes, allows flexible control of the generated 3D motion, and produces animated meshes that can be efficiently rendered in 3D engines.[π Paper](https://arxiv.org/pdf/2312.17142.pdf) | [π Project Page](https://jiawei-ren.github.io/projects/dreamgaussian4d/) | [π» Code](https://github.com/jiawei-ren/dreamgaussian4d)
### 12. 4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency
**Authors**: Yuyang Yin, Dejia Xu, Zhangyang Wang, Yao Zhao, Yunchao WeiAbstract
Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content generation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods.[π Paper](https://arxiv.org/pdf/2312.17225.pdf) | [π Project Page](https://vita-group.github.io/4DGen/) | [π» Code](https://github.com/VITA-Group/4DGen) | [π₯ Short Presentation](https://www.youtube.com/watch?v=-bXyBKdpQ1o)
### 13. Text2Immersion: Generative Immersive Scene with 3D Gaussian
**Authors**: Hao Ouyang, Kathryn Heal, Stephen Lombardi, Tiancheng SunAbstract
We introduce Text2Immersion, an elegant method for producing high-quality 3D immersive scenes from text prompts. Our proposed pipeline initiates by progressively generating a Gaussian cloud using pre-trained 2D diffusion and depth estimation models. This is followed by a refining stage on the Gaussian cloud, interpolating and refining it to enhance the details of the generated scene. Distinct from prevalent methods that focus on single object or indoor scenes, or employ zoom-out trajectories, our approach generates diverse scenes with various objects, even extending to the creation of imaginary scenes. Consequently, Text2Immersion can have wide-ranging implications for various applications such as virtual reality, game development, and automated content creation. Extensive evaluations demonstrate that our system surpasses other methods in rendering quality and diversity, further progressing towards text-driven 3D scene generation.[π Paper](https://arxiv.org/pdf/2312.09242.pdf) | [π Project Page](https://ken-ouyang.github.io/text2immersion/index.html) | [π» Code (not yet)]()
### 14. Repaint123: Fast and High-quality One Image to 3D Generation with Progressive Controllable 2D Repainting
**Authors**: Junwu Zhang, Zhenyu Tang, Yatian Pang, Xinhua Cheng, Peng Jin, Yida Wei, Munan Ning, Li YuanAbstract
Recent one image to 3D generation methods commonly adopt Score Distillation Sampling (SDS). Despite the impressive results, there are multiple deficiencies including multi-view inconsistency, over-saturated and over-smoothed textures, as well as the slow generation speed. To address these deficiencies, we present Repaint123 to alleviate multi-view bias as well as texture degradation and speed up the generation process. The core idea is to combine the powerful image generation capability of the 2D diffusion model and the texture alignment ability of the repainting strategy for generating high-quality multi-view images with consistency. We further propose visibility-aware adaptive repainting strength for overlap regions to enhance the generated image quality in the repainting process. The generated high-quality and multi-view consistent images enable the use of simple Mean Square Error (MSE) loss for fast 3D content generation. We conduct extensive experiments and show that our method has a superior ability to generate high-quality 3D content with multi-view consistency and fine textures in 2 minutes from scratch.[π Paper](https://arxiv.org/pdf/2312.13271.pdf) | [π Project Page](https://pku-yuangroup.github.io/repaint123/) | [π» Code (not yet)](https://github.com/PKU-YuanGroup/repaint123)
## Dynamics and Deformation:
## 2024:
### 1. 4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes
**Authors**: Yuanxing Duan, Fangyin Wei, Qiyu Dai, Yuhang He, Wenzheng Chen, Baoquan ChenAbstract
We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.[π Paper](https://arxiv.org/pdf/2402.03307.pdf)
### 2. GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation
**Authors**: Quankai Gao, Qiangeng Xu, Zhe Cao, Ben Mildenhall, Wenchao Ma, Le Chen, Danhang Tang, Ulrich NeumannAbstract
Creating 4D fields of Gaussian Splatting from images or videos is a challenging task due to its under-constrained nature. While the optimization can draw photometric reference from the input videos or be regulated by generative models, directly supervising Gaussian motions remains underexplored. In this paper, we introduce a novel concept, Gaussian flow, which connects the dynamics of 3D Gaussians and pixel velocities between consecutive frames. The Gaussian flow can be efficiently obtained by splatting Gaussian dynamics into the image space. This differentiable process enables direct dynamic supervision from optical flow. Our method significantly benefits 4D dynamic content generation and 4D novel view synthesis with Gaussian Splatting, especially for contents with rich motions that are hard to be handled by existing methods. The common color drifting issue that happens in 4D generation is also resolved with improved Guassian dynamics. Superior visual quality on extensive experiments demonstrates our method's effectiveness. Quantitative and qualitative evaluations show that our method achieves state-of-the-art results on both tasks of 4D generation and 4D novel view synthesis.[π Paper](https://arxiv.org/pdf/2403.12365) | [π Project Page](https://zerg-overmind.github.io/GaussianFlow.github.io/) | [π» Code (not yet)](https://github.com/Zerg-Overmind/GaussianFlow) | [π₯ Short Presentation](https://www.youtube.com/watch?v=0qRcjTw7-YU)
### 3. Motion-aware 3D Gaussian Splatting for Efficient Dynamic Scene Reconstruction
**Authors**: Zhiyang Guo, Wengang Zhou, Li Li, Min Wang, Houqiang LiAbstract
3D Gaussian Splatting (3DGS) has become an emerging tool for dynamic scene reconstruction. However, existing methods focus mainly on extending static 3DGS into a time-variant representation, while overlooking the rich motion information carried by 2D observations, thus suffering from performance degradation and model redundancy. To address the above problem, we propose a novel motion-aware enhancement framework for dynamic scene reconstruction, which mines useful motion cues from optical flow to improve different paradigms of dynamic 3DGS. Specifically, we first establish a correspondence between 3D Gaussian movements and pixel-level flow. Then a novel flow augmentation method is introduced with additional insights into uncertainty and loss collaboration. Moreover, for the prevalent deformation-based paradigm that presents a harder optimization problem, a transient-aware deformation auxiliary module is proposed. We conduct extensive experiments on both multi-view and monocular scenes to verify the merits of our work. Compared with the baselines, our method shows significant superiority in both rendering quality and efficiency.[π Paper](https://arxiv.org/pdf/2403.11447)
### 4. Bridging 3D Gaussian and Mesh for Freeview Video Rendering
**Authors**: Yuting Xiao, Xuan Wang, Jiafei Li, Hongrui Cai, Yanbo Fan, Nan Xue, Minghui Yang, Yujun Shen, Shenghua GaoAbstract
This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform Ξ±-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.[π Paper](https://arxiv.org/pdf/2403.11453)
### 5. Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting
**Authors**: Jeongmin Bae, Seoha Kim, Youngsik Yun, Hahyun Lee, Gun Bang, Youngjung UhAbstract
As 3D Gaussian Splatting (3DGS) provides fast and high-quality novel view synthesis, it is a natural extension to deform a canonical 3DGS to multiple frames. However, previous works fail to accurately reconstruct dynamic scenes, especially 1) static parts moving along nearby dynamic parts, and 2) some dynamic areas are blurry. We attribute the failure to the wrong design of the deformation field, which is built as a coordinate-based function. This approach is problematic because 3DGS is a mixture of multiple fields centered at the Gaussians, not just a single coordinate-based framework. To resolve this problem, we define the deformation as a function of per-Gaussian embeddings and temporal embeddings. Moreover, we decompose deformations as coarse and fine deformations to model slow and fast movements, respectively. Also, we introduce an efficient training strategy for faster convergence and higher quality.[π Paper](https://arxiv.org/pdf/2404.03613) | [π Project Page](https://jeongminb.github.io/e-d3dgs/) | [π» Code (not yet)](https://github.com/JeongminB/E-D3DGS)
### 6. DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos
**Authors**: Wen-Hsuan Chu, Lei Ke, Katerina FragkiadakiAbstract
Existing VLMs can track in-the-wild 2D video objects while current generative models provide powerful visual priors for synthesizing novel views for the highly under-constrained 2D-to-3D object lifting. Building upon this exciting progress, we present DreamScene4D, the first approach that can generate three-dimensional dynamic scenes of multiple objects from monocular in-the-wild videos with large object motion across occlusions and novel viewpoints. Our key insight is to design a "decompose-then-recompose" scheme to factorize both the whole video scene and each object's 3D motion. We first decompose the video scene by using open-vocabulary mask trackers and an adapted image diffusion model to segment, track, and amodally complete the objects and background in the video. Each object track is mapped to a set of 3D Gaussians that deform and move in space and time. We also factorize the observed motion into multiple components to handle fast motion. The camera motion can be inferred by re-rendering the background to match the video frames. For the object motion, we first model the object-centric deformation of the objects by leveraging rendering losses and multi-view generative priors in an object-centric frame, then optimize object-centric to world-frame transformations by comparing the rendered outputs against the perceived pixel and optical flow. Finally, we recompose the background and objects and optimize for relative object scales using monocular depth prediction guidance. We show extensive results on the challenging DAVIS, Kubric, and self-captured videos, detail some limitations, and provide future directions. Besides 4D scene generation, our results show that DreamScene4D enables accurate 2D point motion tracking by projecting the inferred 3D trajectories to 2D, while never explicitly trained to do so.[π Paper](https://arxiv.org/pdf/2405.02280) | [π Project Page](https://dreamscene4d.github.io/) | [π» Code (not yet)](https://github.com/dreamscene4d/dreamscene4d)
### 7. [CVPR '24] 3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis
**Authors**: Zhicheng Lu, Xiang Guo, Le Hui, Tianrui Chen, Min Yang, Xiao Tang, Feng Zhu, Yuchao DaiAbstract
In this paper, we propose a 3D geometry-aware deformable Gaussian Splatting method for dynamic view synthesis. Existing neural radiance fields (NeRF) based solutions learn the deformation in an implicit manner, which cannot incorporate 3D scene geometry. Therefore, the learned deformation is not necessarily geometrically coherent, which results in unsatisfactory dynamic view synthesis and 3D dynamic reconstruction. Recently, 3D Gaussian Splatting provides a new representation of the 3D scene, building upon which the 3D geometry could be exploited in learning the complex 3D deformation. Specifically, the scenes are represented as a collection of 3D Gaussian, where each 3D Gaussian is optimized to move and rotate over time to model the deformation. To enforce the 3D scene geometry constraint during deformation, we explicitly extract 3D geometry features and integrate them in learning the 3D deformation. In this way, our solution achieves 3D geometry-aware deformation modeling, which enables improved dynamic view synthesis and 3D dynamic reconstruction. Extensive experimental results on both synthetic and real datasets prove the superiority of our solution, which achieves new state-of-the-art performance.[π Paper](https://arxiv.org/pdf/2404.06270) | [π Project Page](https://npucvr.github.io/GaGS/) | [π» Code (not yet)]()
## 2023:
### 1. [3DV '24] Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
**Authors**: Jonathon Luiten, Georgios Kopanas, Bastian Leibe, Deva RamananAbstract
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussiansβ motion and rotation with local rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.[π Paper](https://dynamic3dgaussians.github.io/paper.pdf) | [π Project Page](https://dynamic3dgaussians.github.io/) | [π» Code](https://github.com/JonathonLuiten/Dynamic3DGaussians) | [π₯ Explanation Video](https://www.youtube.com/live/hDuy1TgD8I4?si=6oGN0IYnPRxOibpg)
### 2. [CVPR '24] Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
**Authors**: Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, Xiaogang JinAbstract
Implicit neural representation has opened up new avenues for dynamic scene reconstruction and rendering. Nonetheless, state-of-the-art methods of dynamic neural rendering rely heavily on these implicit representations, which frequently struggle with accurately capturing the intricate details of objects in the scene. Furthermore, implicit methods struggle to achieve real-time rendering in general dynamic scenes, limiting their use in a wide range of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using explicit 3D Gaussians and learns Gaussians in canonical space with a deformation field to model monocular dynamic scenes. We also introduced a smoothing training mechanism with no extra overhead to mitigate the impact of inaccurate poses in real datasets on the smoothness of time interpolation tasks. Through differential gaussian rasterization, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time synthesis, and real-time rendering.[π Paper](https://arxiv.org/pdf/2309.13101.pdf) | [π Project Page](https://ingra14m.github.io/Deformable-Gaussians/) | [π» Code](https://github.com/ingra14m/Deformable-3D-Gaussians)
### 3. [CVPR '24] 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
**Authors**: Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Tian Qi, Xinggang WangAbstract
Representing and rendering dynamic scenes has been an
important but challenging task. Especially, to accurately
model complex motions, high efficiency is usually hard to
maintain. We introduce the 4D Gaussian Splatting (4D-GS)
to achieve real-time dynamic scene rendering while also
enjoying high training and storage efficiency. An efficient
deformation field is constructed to model both Gaussian
motions and shape deformations. Different adjacent Gaussians
are connected via a HexPlane to produce more accurate
position and shape deformations. Our 4D-GS method
achieves real-time rendering under high resolutions, 70
FPS at a 800Γ800 resolution on an RTX 3090 GPU, while
maintaining comparable or higher quality than previous
state-of-the-art method.[π Paper](https://arxiv.org/pdf/2310.08528.pdf) | [π Project Page](https://guanjunwu.github.io/4dgs/) | [π» Code](https://github.com/hustvl/4DGaussians)
### 4. Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
**Authors**: Zeyu Yang, Hongye Yang, Zijie Pan, Xiatian Zhu, Li ZhangAbstract
Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.[π Paper](https://arxiv.org/pdf/2310.10642.pdf) | [π» Code](https://github.com/fudan-zvg/4d-gaussian-splatting)
### 5. [ECCV '24] A Compact Dynamic 3D Gaussian Representation for Real-Time Dynamic View Synthesis
**Authors**: Kai Katsumata, Duc Minh Vo, Hideki NakayamaAbstract
In novel view synthesis of scenes from multiple input views, 3D Gaussian splatting emerges as a viable alternative to existing radiance field approaches, delivering great visual quality and real-time rendering. While successful in static scenes, the present advancement of 3D Gaussian representation, however, faces challenges in dynamic scenes in terms of memory consumption and the need for numerous observations per time step, due to the onus of storing 3D Gaussian parameters per time step. In this study, we present an efficient 3D Gaussian representation tailored for dynamic scenes in which we define positions and rotations as functions of time while leaving other time-invariant properties of the static 3D Gaussian unchanged. Notably, our representation reduces memory usage, which is consistent regardless of the input sequence length. Additionally, it mitigates the risk of overfitting observed frames by accounting for temporal changes. The optimization of our Gaussian representation based on image and flow reconstruction results in a powerful framework for dynamic scene view synthesis in both monocular and multi-view cases. We obtain the highest rendering speed of 118 frames per second (FPS) at a resolution of 1352Γ1014 with a single GPU, showing the practical usability and effectiveness of our proposed method in dynamic scene rendering scenarios[π Paper](https://arxiv.org/pdf/2311.12897.pdf) | [π Project Page](https://compactdynamic3dgaussian.github.io/) | [π» Code](https://github.com/raven38/EfficientDynamic3DGaussian)
### 6. DynMF: Neural Motion Factorization for Real-time Dynamic View Synthesis with 3D Gaussian Splatting
**Authors**: Agelos Kratimenos, Jiahui Lei, Kostas DaniilidisAbstract
Accurately and efficiently modeling dynamic scenes and motions is considered so challenging a task due to temporal dynamics and motion complexity. To address these challenges, we propose DynMF, a compact and efficient representation that decomposes a dynamic scene into a few neural trajectories. We argue that the per-point motions of a dynamic scene can be decomposed into a small set of explicit or learned trajectories. Our carefully designed neural framework consisting of a tiny set of learned basis queried only in time allows for rendering speed similar to 3D Gaussian Splatting, surpassing 120 FPS, while at the same time, requiring only double the storage compared to static scenes. Our neural representation adequately constrains the inherently underconstrained motion field of a dynamic scene leading to effective and fast optimization. This is done by biding each point to motion coefficients that enforce the per-point sharing of basis trajectories. By carefully applying a sparsity loss to the motion coefficients, we are able to disentangle the motions that comprise the scene, independently control them, and generate novel motion combinations that have never been seen before. We can reach state-of-the-art render quality within just 5 minutes of training and in less than half an hour, we can synthesize novel views of dynamic scenes with superior photorealistic quality. Our representation is interpretable, efficient, and expressive enough to offer real-time view synthesis of complex dynamic scene motions, in monocular and multi-view scenarios.[π Paper](https://arxiv.org/pdf/2312.00112.pdf) | [π Project Page](https://agelosk.github.io/dynmf/) | [π» Code (not yet)](https://github.com/agelosk/dynmf)
### 7. [CVPR '24] Control4D: Efficient 4D Portrait Editing with Text
**Authors**: Ruizhi Shao, Jingxiang Sun, Cheng Peng, Zerong Zheng, Boyao Zhou, Hongwen Zhang, Yebin LiuAbstract
We introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing.[π Paper](https://arxiv.org/pdf/2305.20082.pdf) | [π Project Page](https://control4darxiv.github.io/) | [π» Code (not yet)]()
### 8. [CVPR '24] SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
**Authors**: Yi-Hua Huang, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, Xiaojuan QiAbstract
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications.[π Paper](https://yihua7.github.io/SC-GS-web/materials/SC_GS_Arxiv.pdf) | [π Project Page](https://yihua7.github.io/SC-GS-web/) | [π» Code](https://github.com/yihua7/SC-GS)
### 9. [CVPR '24] Neural Parametric Gaussians for Monocular Non-Rigid Object Reconstruction
**Authors**: Devikalyan Das, Christopher Wewer, Raza Yunus, Eddy Ilg, Jan Eric LenssenAbstract
Reconstructing dynamic objects from monocular videos is a severely underconstrained and challenging problem, and recent work has approached it in various directions. However, owing to the ill-posed nature of this problem, there has been no solution that can provide consistent, highquality novel views from camera positions that are significantly different from the training views. In this work, we introduce Neural Parametric Gaussians (NPGs) to take on this challenge by imposing a two-stage approach: first, we fit a low-rank neural deformation model, which then is used as regularization for non-rigid reconstruction in the second stage. The first stage learns the objectβs deformations such that it preserves consistency in novel views. The second stage obtains high reconstruction quality by optimizing 3D Gaussians that are driven by the coarse model. To this end, we introduce a local 3D Gaussian representation, where temporally shared Gaussians are anchored in and deformed by local oriented volumes. The resulting combined model can be rendered as radiance fields, resulting in high-quality photo-realistic reconstructions of the non-rigidly deforming objects, maintaining 3D consistency across novel views. We demonstrate that NPGs achieve superior results compared to previous works, especially in challenging scenarios with few multi-view cues.[π Paper](https://arxiv.org/pdf/2312.01196.pdf)
### 10. [CVPR '24] Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle
**Authors**: Youtian Lin, Zuozhuo Dai, Siyu Zhu, Yao YaoAbstract
We introduce Gaussian-Flow, a novel point-based approach for fast dynamic scene reconstruction and real-time rendering from both multi-view and monocular videos. In contrast to the prevalent NeRF-based approaches hampered by slow training and rendering speeds, our approach harnesses recent advancements in point-based 3D Gaussian Splatting (3DGS). Specifically, a novel Dual-Domain Deformation Model (DDDM) is proposed to explicitly model attribute deformations of each Gaussian point, where the time-dependent residual of each attribute is captured by a polynomial fitting in the time domain, and a Fourier series fitting in the frequency domain. The proposed DDDM is capable of modeling complex scene deformations across long video footage, eliminating the need for training separate 3DGS for each frame or introducing an additional implicit neural field to model 3D dynamics. Moreover, the explicit deformation modeling for discretized Gaussian points ensures ultra-fast training and rendering of a 4D scene, which is comparable to the original 3DGS designed for static 3D reconstruction. Our proposed approach showcases a substantial efficiency improvement, achieving a 5Γ faster training speed compared to the per-frame 3DGS modeling. In addition, quantitative results demonstrate that the proposed Gaussian-Flow significantly outperforms previous leading methods in novel view rendering quality.[π Paper](https://arxiv.org/pdf/2310.08528.pdf) | [π Project Page](https://nju-3dv.github.io/projects/Gaussian-Flow) | [π» Code (not yet)]()
### 11. [CVPR '24] CoGS: Controllable Gaussian Splatting
**Authors**: Heng Yu, Joel Julin, ZoltΓ‘n Γ. Milacski, Koichiro Niinuma, LΓ‘szlΓ³ A. JeniAbstract
Capturing and re-animating the 3D structure of articulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi-view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a method for Controllable Gaussian Splatting, that enables the direct manipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both synthetic and real-world datasets that include dynamic objects that differ in degree of difficulty. In our evaluations, CoGS consistently outperformed existing dynamic and controllable neural representations in terms of visual fidelity.[π Paper](https://arxiv.org/pdf/2312.05664.pdf) | [π Project Page](https://cogs2023.github.io/) | [π» Code (not yet)]()
### 12. GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
**Authors**: Yiqing Liang, Numair Khan, Zhengqin Li, Thu Nguyen-Phuoc, Douglas Lanman, James Tompkin, Lei XiaoAbstract
We propose a method for dynamic scene reconstruction using deformable 3D Gaussians that is tailored for monocular video. Building upon the efficiency of Gaussian splatting, our approach extends the representation to accommodate dynamic elements via a deformable set of Gaussians residing in a canonical space, and a time-dependent deformation field defined by a multi-layer perceptron (MLP). Moreover, under the assumption that most natural scenes have large regions that remain static, we allow the MLP to focus its representational power by additionally including a static Gaussian point cloud. The concatenated dynamic and static point clouds form the input for the Gaussian Splatting rasterizer, enabling real-time rendering. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Our method achieves results that are comparable to state-of-the-art dynamic neural radiance field methods while allowing much faster optimization and rendering.[π Paper](https://arxiv.org/pdf/2312.11458.pdf) | [π Project Page](https://lynl7130.github.io/gaufre/index.html) | [π₯ Short Presentation](https://youtu.be/YweWidWO8rI?si=jMssQdIXQV67kwzS)
### 13. [CVPR '24] Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
**Authors**: Zhan Li, Zhang Chen, Zhong Li, Yi XuAbstract
Novel view synthesis of dynamic scenes has been an intriguing yet challenging problem. Despite recent advancements, simultaneously achieving high-resolution photorealistic results, real-time rendering, and compact storage remains a formidable task. To address these challenges, we propose Spacetime Gaussian Feature Splatting as a novel dynamic scene representation, composed of three pivotal components. First, we formulate expressive Spacetime Gaussians by enhancing 3D Gaussians with temporal opacity and parametric motion/rotation. This enables Spacetime Gaussians to capture static, dynamic, as well as transient content within a scene. Second, we introduce splatted feature rendering, which replaces spherical harmonics with neural features. These features facilitate the modeling of view- and time-dependent appearance while maintaining small size. Third, we leverage the guidance of training error and coarse depth to sample new Gaussians in areas that are challenging to converge with existing pipelines. Experiments on several established real-world datasets demonstrate that our method achieves state-of-the-art rendering quality and speed, while retaining compact storage. At 8K resolution, our lite-version model can render at 60 FPS on an Nvidia RTX 4090 GPU.[π Paper](https://arxiv.org/pdf/2312.16812.pdf) | [π Project Page](https://oppo-us-research.github.io/SpacetimeGaussians-website/) | [π» Code](https://github.com/oppo-us-research/SpacetimeGaussians) | [π₯ Short Presentation](https://www.youtube.com/watch?v=YsPPmf-E6Lg)
### 14. MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes
**Authors**: Bardienus P. Duisterhof, Zhao Mandi, Yunchao Yao, Jia-Wei Liu, Mike Zheng Shou, Shuran Song, Jeffrey IchnowskiAbstract
Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size[π Paper](https://arxiv.org/pdf/2312.00583) | [π Project Page](https://md-splatting.github.io/) | [π» Code (not yet)](https://github.com/momentum-robotics-lab/md-splatting)
### 15. [ECCV'24] SWinGS: Sliding Windows for Dynamic 3D Gaussian Splatting
**Authors**: Richard Shaw, Michal Nazarczuk, Jifei Song, Arthur Moreau, Sibi Catley-Chandar, Helisa Dhamo, Eduardo Perez-PelliteroAbstract
Novel view synthesis has shown rapid progress recently, with methods capable of producing increasingly photorealistic results. 3D Gaussian Splatting has emerged as a promising method, producing high-quality renderings of scenes and enabling interactive viewing at real-time frame rates. However, it is limited to static scenes. In this work, we extend 3D Gaussian Splatting to reconstruct dynamic scenes. We model a scene's dynamics using dynamic MLPs, learning deformations from temporally-local canonical representations to per-frame 3D Gaussians. To disentangle static and dynamic regions, tuneable parameters weigh each Gaussian's respective MLP parameters, improving the dynamics modelling of imbalanced scenes. We introduce a sliding window training strategy that partitions the sequence into smaller manageable windows to handle arbitrary length scenes while maintaining high rendering quality. We propose an adaptive sampling strategy to determine appropriate window size hyperparameters based on the scene's motion, balancing training overhead with visual quality. Training a separate dynamic 3D Gaussian model for each sliding window allows the canonical representation to change, enabling the reconstruction of scenes with significant geometric changes. Temporal consistency is enforced using a fine-tuning step with self-supervising consistency loss on randomly sampled novel views. As a result, our method produces high-quality renderings of general dynamic scenes with competitive quantitative performance, which can be viewed in real-time in our dynamic interactive viewer.[π Paper](https://arxiv.org/pdf/2312.13308.pdf)
### 16. [CVPR '24] 3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos
**Authors**: Jiakai Sun, Han Jiao, Guangyuan Li, Zhanjie Zhang, Lei Zhao, Wei XingAbstract
Constructing photo-realistic Free-Viewpoint Videos (FVVs) of dynamic scenes from multi-view videos remains a challenging endeavor. Despite the remarkable advancements achieved by current neural rendering techniques, these methods generally require complete video sequences for offline training and are not capable of real-time rendering. To address these constraints, we introduce 3DGStream, a method designed for efficient FVV streaming of real-world dynamic scenes. Our method achieves fast on-the-fly per-frame reconstruction within 12 seconds and real-time rendering at 200 FPS. Specificallggy, we utilize 3D Gaussians (3DGs) to represent the scene. Instead of the naΓ―ve approach of directly optimizing 3DGs per-frame, we employ a compact Neural Transformation Cache (NTC) to model the translations and rotations of 3DGs, markedly reducing the training time and storage required for each FVV frame. Furthermore, we propose an adaptive 3DG addition strategy to handle emerging objects in dynamic scenes. Experiments demonstrate that 3DGStream achieves competitive performance in terms of rendering speed, image quality, training time, and model storage when compared with state-of-the-art methods.[π Paper](https://arxiv.org/pdf/2403.01444.pdf) | [π Project Page](https://sjojok.github.io/3dgstream/) | [π» Code (not yet)](https://github.com/SJoJoK/3DGStream) | [π 3DGStream Viewer](https://github.com/SJoJoK/3DGStreamViewer)
## Editing:
## 2024:
### 1. Contrastive Gaussian Clustering: Weakly Supervised 3D Scene Segmentation
**Authors**: Myrna C. Silva, Mahtab Dahaghin, Matteo Toso, Alessio Del BueAbstract
We introduce Contrastive Gaussian Clustering, a novel approach capable of provide segmentation masks from any viewpoint and of enabling 3D segmentation of the scene. Recent works in novel-view synthesis have shown how to model the appearance of a scene via a cloud of
3D Gaussians, and how to generate accurate images from a given viewpoint by projecting on it the Gaussians before Ξ± blending their color. Following this example, we train a model to include also a segmentation feature vector for each Gaussian. These can then be used for 3D scene segmentation, by clustering Gaussians according to their feature vectors; and to generate 2D segmentation masks, by projecting the Gaussians on a plane and Ξ± blending over their segmentation features. Using a combination of contrastive learning and spatial regularization, our method can be trained on inconsistent 2D segmentation masks, and still learn to generate segmentation masks consistent across all views. Moreover, the resulting model is extremely accurate, improving the IoU accuracy of the predicted masks by +8% over the state of the art. Code and trained models will be released upon acceptance.Abstract
We propose Compact and Swift Segmenting 3D Gaussians(CoSSegGaussians), a method for compact 3D-consistent scene segmentation at fast rendering speed with only RGB images input. Previous NeRF-based 3D segmentation methods have relied on implicit or voxel neural scene representation and ray-marching volume rendering which are time consuming. Recent 3D Gaussian Splatting significantly improves the rendering speed, however, existing Gaussians-based segmentation methods(eg: Gaussian Grouping) fail to provide compact segmentation masks especially in zero-shot segmentation, which is mainly caused by the lack of robustness and compactness for straightforwardly assigning learnable parameters to each Gaussian when encountering inconsistent 2D machine-generated labels. Our method aims to achieve compact and reliable zero-shot scene segmentation swiftly by mapping fused spatial and semantically meaningful features for each Gaussian
point with a shallow decoding network. Specifically, our method firstly optimizes Gaussian pointsβ position, convariance and color attributes under the supervision of RGB images. After Gaussian Locating, we distill multi-scale DINO features extracted from images through unprojection to each Gaussian, which is then incorporated with spatial features from the fast point features processing network, i.e. RandLA-Net. Then the shallow decoding MLP is applied to the multi-scale fused features to obtain compact segmentation. Experimental results show that our model can perform high-quality zero-shot scene segmentation, as our model outperforms other segmentation methods on both semantic and panoptic segmentation task, meanwhile consumes approximately only 10% segmenting time compared to NeRF-based segmentation.Abstract
Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIPEditor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIPEditor utilizes explicit and flexible 3D Gaussian splatting as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.[π Paper](https://arxiv.org/pdf/2401.14828.pdf) | [π Project Page](https://zjy526223908.github.io/TIP-Editor/)
### 4. Segment Anything in 3D Gaussians
**Authors**: Xu Hu, Yuxi Wang, Lue Fan, Junsong Fan, Junran Peng, Zhen Lei, Qing Li, Zhaoxiang ZhangAbstract
3D Gaussian Splatting has emerged as an alternative 3D representation of Neural Radiance Fields (NeRFs), benefiting from its high-quality rendering results and real-time rendering speed. Considering the 3D Gaussian representation remains unparsed, it is necessary first to execute object segmentation within this domain. Subsequently, scene editing and collision detection can be performed, proving vital to a multitude of applications, such as virtual reality (VR), augmented reality (AR), game/movie production, etc. In this paper, we propose a novel approach to achieve object segmentation in 3D Gaussian via an interactive procedure without any training process and learned parameters. We refer to the proposed method as SA-GS, for Segment Anything in 3D Gaussians. Given a set of clicked points in a single input view, SA-GS can generalize SAM to achieve 3D consistent segmentation via the proposed multi-view mask generation and view-wise label assignment methods. We also propose a cross-view label-voting approach to assign labels from different views. In addition, in order to address the boundary roughness issue of segmented objects resulting from the non-negligible spatial sizes of 3D Gaussian located at the boundary, SA-GS incorporates the simple but effective Gaussian Decomposition scheme. Extensive experiments demonstrate that SA-GS achieves high-quality 3D segmentation results, which can also be easily applied for scene editing and collision detection tasks.[π Paper](https://browse.arxiv.org/pdf/2401.17857.pdf)
### 5. GSEdit: Efficient Text-Guided Editing of 3D Objects via Gaussian Splatting
**Authors**: Francesco Palandra, Andrea Sanchietti, Daniele Baieri, Emanuele RodolΓAbstract
We present GSEdit, a pipeline for text-guided 3D object editing based on Gaussian Splatting models. Our method enables the editing of the style and appearance of 3D objects without altering their main details, all in a matter of minutes on consumer hardware. We tackle the problem by leveraging Gaussian splatting to represent 3D scenes, and we optimize the model while progressively varying the image supervision by means of a pretrained image-based diffusion model. The input object may be given as a 3D triangular mesh, or directly provided as Gaussians from a generative model such as DreamGaussian. GSEdit ensures consistency across different viewpoints, maintaining the integrity of the original object's information. Compared to previously proposed methods relying on NeRF-like MLP models, GSEdit stands out for its efficiency, making 3D editing tasks much faster. Our editing process is refined via the application of the SDS loss, ensuring that our edits are both precise and accurate. Our comprehensive evaluation demonstrates that GSEdit effectively alters object shape and appearance following the given textual instructions while preserving their coherence and detail.[π Paper](https://arxiv.org/pdf/2403.05154.pdf)
### 6. GaussCtrl: Multi-View Consistent Text-Driven 3D Gaussian Splatting Editing
**Authors**: Jing Wu, Jia-Wang Bian, Xinghui Li, Guangrun Wang, Ian Reid, Philip Torr, Victor Adrian PrisacariuAbstract
We propose GaussCtrl, a text-driven method to edit a 3D scene reconstructed by the 3D Gaussian Splatting (3DGS).
Our method first renders a collection of images by using the 3DGS and edits them by using a pre-trained 2D diffusion model (ControlNet) based on the input prompt, which is then used to optimise the 3D model.
Our key contribution is multi-view consistent editing, which enables editing all images together instead of iteratively editing one image while updating the 3D model as in previous works.
It leads to faster editing as well as higher visual quality.
This is achieved by the two terms:
(a) depth-conditioned editing that enforces geometric consistency across multi-view images by leveraging naturally consistent depth maps.
(b) attention-based latent code alignment that unifies the appearance of edited images by conditioning their editing to several reference views through self and cross-view attention between images' latent representations.
Experiments demonstrate that our method achieves faster editing and better visual results than previous state-of-the-art methods.[π Paper](https://arxiv.org/pdf/2403.08733.pdf)
### 7. View-Consistent 3D Editing with Gaussian Splatting
**Authors**: Yuxuan Wang, Xuanyu Yi, Zike Wu, Na Zhao, Long Chen, Hanwang ZhangAbstract
The advent of 3D Gaussian Splatting (3DGS) has revolutionized 3D editing, offering efficient, high-fidelity rendering and enabling precise local manipulations. Currently, diffusion-based 2D editing models are harnessed to modify multi-view rendered images, which then guide the editing of 3DGS models. However, this approach faces a critical issue of multi-view inconsistency, where the guidance images exhibit significant discrepancies across views, leading to mode collapse and visual artifacts of 3DGS. To this end, we introduce View-consistent Editing (VcEdit), a novel framework that seamlessly incorporates 3DGS into image editing processes, ensuring multi-view consistency in edited guidance images and effectively mitigating mode collapse issues. VcEdit employs two innovative consistency modules: the Cross-attention Consistency Module and the Editing Consistency Module, both designed to reduce inconsistencies in edited images. By incorporating these consistency modules into an iterative pattern, VcEdit proficiently resolves the issue of multi-view inconsistency, facilitating high-quality 3DGS editing across a diverse range of scenes.[π Paper](https://arxiv.org/pdf/2403.11868.pdf)
### 8. Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering
**Authors**: Antoine GuΓ©don, Vincent LepetitAbstract
We propose Gaussian Frosting, a novel mesh-based representation for high-quality rendering and editing of complex 3D effects in real-time. Our approach builds on the recent 3D Gaussian Splatting framework, which optimizes a set of 3D Gaussians to approximate a radiance field from images. We propose first extracting a base mesh from Gaussians during optimization, then building and refining an adaptive layer of Gaussians with a variable thickness around the mesh to better capture the fine details and volumetric effects near the surface, such as hair or grass. We call this layer Gaussian Frosting, as it resembles a coating of frosting on a cake. The fuzzier the material, the thicker the frosting. We also introduce a parameterization of the Gaussians to enforce them to stay inside the frosting layer and automatically adjust their parameters when deforming, rescaling, editing or animating the mesh. Our representation allows for efficient rendering using Gaussian splatting, as well as editing and animation by modifying the base mesh. We demonstrate the effectiveness of our method on various synthetic and real scenes, and show that it outperforms existing surface-based approaches. We will release our code and a web-based viewer as additional contributions.[π Paper](https://arxiv.org/pdf/2403.14554) | [π Project Page](https://anttwo.github.io/frosting/) | [π» Code (not yet)](https://github.com/Anttwo/Frosting) | [π₯ Short Presentation](https://youtu.be/h7LeWq8sG78)
### 9. Semantic Gaussians: Open-Vocabulary Scene Understanding with 3D Gaussian Splatting
**Authors**: Jun Guo, Xiaojian Ma, Yue Fan, Huaping Liu, Qing LiAbstract
Open-vocabulary 3D scene understanding presents a significant challenge in computer vision, withwide-ranging applications in embodied agents and augmented reality systems. Previous approaches haveadopted Neural Radiance Fields (NeRFs) to analyze 3D scenes. In this paper, we introduce SemanticGaussians, a novel open-vocabulary scene understanding approach based on 3D Gaussian Splatting. Our keyidea is distilling pre-trained 2D semantics into 3D Gaussians. We design a versatile projection approachthat maps various 2Dsemantic features from pre-trained image encoders into a novel semantic component of 3D Gaussians, withoutthe additional training required by NeRFs. We further build a 3D semantic network that directly predictsthe semantic component from raw 3D Gaussians for fast inference. We explore several applications ofSemantic Gaussians: semantic segmentation on ScanNet-20, where our approach attains a 4.2% mIoU and 4.0%mAcc improvement over prior open-vocabulary scene understanding counterparts; object part segmentation,sceneediting, and spatial-temporal segmentation with better qualitative results over 2D and 3D baselines,highlighting its versatility and effectiveness on supporting diverse downstream tasks.[π Paper](https://arxiv.org/pdf/2403.15624) | [π Project Page](https://semantic-gaussians.github.io/) | [π» Code (not yet)]()
### 10. EgoLifter: Open-world 3D Segmentation for Egocentric Perception
**Authors**: Qiao Gu, Zhaoyang Lv, Duncan Frost, Simon Green, Julian Straub, Chris SweeneyAbstract
In this paper we present EgoLifter, a novel system that can automatically segment scenes captured from egocentric sensors into a complete decomposition of individual 3D objects. The system is specifically designed for egocentric data where scenes contain hundreds of objects captured from natural (non-scanning) motion. EgoLifter adopts 3D Gaussians as the underlying representation of 3D scenes and objects and uses segmentation masks from the Segment Anything Model (SAM) as weak supervision to learn flexible and promptable definitions of object instances free of any specific object taxonomy. To handle the challenge of dynamic objects in ego-centric videos, we design a transient prediction module that learns to filter out dynamic objects in the 3D reconstruction. The result is a fully automatic pipeline that is able to reconstruct 3D object instances as collections of 3D Gaussians that collectively compose the entire scene. We created a new benchmark on the Aria Digital Twin dataset that quantitatively demonstrates its state-of-the-art performance in open-world 3D segmentation from natural egocentric input. We run EgoLifter on various egocentric activity datasets which shows the promise of the method for 3D egocentric perception at scale.[π Paper](https://arxiv.org/pdf/2403.18118.pdf) | [π Project Page](https://egolifter.github.io/) | [π» Code (not yet)]()
### 11. InFusion: Inpainting 3D Gaussians via Learning Depth Completion from Diffusion Prior
**Authors**: Zhiheng Liu, Hao Ouyang, Qiuyu Wang, Ka Leong Cheng, Jie Xiao, Kai Zhu, Nan Xue, Yu Liu, Yujun Shen, Yang CaoAbstract
3D Gaussians have recently emerged as an efficient representation for novel view synthesis. This work studies its editability with a particular focus on the inpainting task, which aims to supplement an incomplete set of 3D Gaussians with additional points for visually harmonious rendering. Compared to 2D inpainting, the crux of inpainting 3D Gaussians is to figure out the rendering-relevant properties of the introduced points, whose optimization largely benefits from their initial 3D positions. To this end, we propose to guide the point initialization with an image-conditioned depth completion model, which learns to directly restore the depth map based on the observed image. Such a design allows our model to fill in depth values at an aligned scale with the original depth, and also to harness strong generalizability from largescale diffusion prior. Thanks to the more accurate depth completion, our approach, dubbed InFusion, surpasses existing alternatives with sufficiently better fidelity and efficiency under various complex scenarios. We further demonstrate the effectiveness of InFusion with several practical applications, such as inpainting with user-specific texture or with novel object insertion.[π Paper](https://arxiv.org/pdf/2404.11613) | [π Project Page](https://johanan528.github.io/Infusion/) | [π» Code](https://github.com/ali-vilab/infusion)
### 12. Gaga: Group Any Gaussians via 3D-aware Memory Bank
**Authors**: Weijie Lyu, Xueting Li, Abhijit Kundu, Yi-Hsuan Tsai, Ming-Hsuan YangAbstract
We introduce Gaga, a framework that reconstructs and segments open-world 3D scenes by leveraging inconsistent 2D masks predicted by zero-shot segmentation models. Contrasted to prior 3D scene segmentation approaches that heavily rely on video object tracking, Gaga utilizes spatial information and effectively associates object masks across diverse camera poses. By eliminating the assumption of continuous view changes in training images, Gaga demonstrates robustness to variations in camera poses, particularly beneficial for sparsely sampled images, ensuring precise mask label consistency. Furthermore, Gaga accommodates 2D segmentation masks from diverse sources and demonstrates robust performance with different open-world zero-shot segmentation models, significantly enhancing its versatility. Extensive qualitative and quantitative evaluations demonstrate that Gaga performs favorably against state-of-the-art methods, emphasizing its potential for real-world applications such as scene understanding and manipulation.[π Paper](https://arxiv.org/pdf/2404.07977.pdf) | [π Project Page](https://www.gaga.gallery/) | [π» Code](https://github.com/weijielyu/Gaga)
### 13. [CVPR W'24] ICE-G: Image Conditional Editing of 3D Gaussian Splats
**Authors**: Vishnu Jaganathan, Hannah Huang, Muhammad Zubair Irshad, Varun Jampani, Amit Raj, Zsolt KiraAbstract
Recently many techniques have emerged to create high quality 3D assets and scenes. When it comes to editing of these objects, however, existing approaches are either slow, compromise on quality, or do not provide enough customization. We introduce a novel approach to quickly edit a 3D model from a single reference view. Our technique first segments the edit image, and then matches semantically corresponding regions across chosen segmented dataset views using DINO features. A color or texture change from a particular region of the edit image can then be applied to other views automatically in a semantically sensible manner. These edited views act as an updated dataset to further train and re-style the 3D scene. The end-result is therefore an edited 3D model. Our framework enables a wide variety of editing tasks such as manual local edits, correspondence based style transfer from any example image, and a combination of different styles from multiple example images. We use Gaussian Splats as our primary 3D representation due to their speed and ease of local editing, but our technique works for other methods such as NeRFs as well. We show through multiple examples that our method produces higher quality results while offering fine grained control of editing.[π Paper](https://arxiv.org/pdf/2406.08488) | [π Project Page](https://ice-gaussian.github.io/) | [π₯ Short Presentation](https://youtu.be/dDsCwRXixp8?si=415s7-dEpM7-FPMq)
## 2023:
### 1. [CVPR '24] GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting
**Authors**: Yiwen Chen, Zilong Chen, Chi Zhang, Feng Wang, Xiaofeng Yang, Yikai Wang, Zhongang Cai, Lei Yang, Huaping Liu, Guosheng LinAbstract
3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes.
On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation technique.
GaussianEditor enhances precision and control in editing through our proposed Gaussian Semantic Tracing, which traces the editing target throughout the training process. Additionally, we propose hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing.[π Paper](https://arxiv.org/pdf/2311.14521.pdf) | [π Project Page](https://buaacyw.github.io/gaussian-editor/) | [π» Code](https://github.com/buaacyw/GaussianEditor) | [π₯ Short Presentation](https://youtu.be/TdZIICSFqsU?si=-U4tyOvaAPqIROYn)
### 2. [CVPR '24] GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions
**Authors**: Jiemin Fang, Junjie Wang, Xiaopeng Zhang, Lingxi Xie, Qi TianAbstract
Recently, impressive results have been achieved in 3D scene editing with text instructions based on a 2D diffusion model. However, current diffusion models primarily generate images by predicting noise in the latent space, and the editing is usually applied to the whole image, which makes it challenging to perform delicate, especially localized, editing for 3D scenes. Inspired by recent 3D Gaussian splatting, we propose a systematic framework, named GaussianEditor, to edit 3D scenes delicately via 3D Gaussians with text instructions. Benefiting from the explicit property of 3D Gaussians, we design a series of techniques to achieve delicate editing. Specifically, we first extract the region of interest (RoI) corresponding to the text instruction, aligning it to 3D Gaussians. The Gaussian RoI is further used to control the editing process. Our framework can achieve more delicate and precise editing of 3D scenes than previous methods while enjoying much faster training speed, i.e. within 20 minutes on a single V100 GPU, more than twice as fast as Instruct-NeRF2NeRF (45 minutes -- 2 hours)[π Paper](https://arxiv.org/pdf/2311.16037.pdf) | [π Project Page](https://gaussianeditor.github.io/) | [π» Code (not yet)]() | [π₯ Short Presentation](https://youtu.be/KWtALsigR3k?si=h6-A44brd5rm3_CM)
### 3. Point'n Move: Interactive Scene Object Manipulation on Gaussian Splatting Radiance Fields
**Authors**: Jiajun Huang, Hongchuan YuAbstract
We propose Point'n Move, a method that achieves interactive scene object manipulation with exposed region inpainting. Interactivity here further comes from intuitive object selection and real-time editing. To achieve this, we adopt Gaussian Splatting Radiance Field as the scene representation and fully leverage its explicit nature and speed advantage. Its explicit representation formulation allows us to devise a 2D prompt points to 3D mask dual-stage self-prompting segmentation algorithm, perform mask refinement and merging, minimize change as well as provide good initialization for scene inpainting and perform editing in real-time without per-editing training, all leads to superior quality and performance. We test our method by performing editing on both forward-facing and 360 scenes. We also compare our method against existing scene object removal methods, showing superior quality despite being more capable and having a speed advantage.[π Paper](https://arxiv.org/pdf/2311.16737.pdf)
### 4. [ECCV'24] Gaussian Grouping: Segment and Edit Anything in 3D Scenes
**Authors**: Mingqiao Ye, Martin Danelljan, Fisher Yu, Lei KeAbstract
The recent Gaussian Splatting achieves high-quality and real-time novel-view synthesis of the 3D scenes. However, it is solely concentrated on the appearance and geometry modeling, while lacking in fine-grained object-level scene understanding. To address this issue, we propose Gaussian Grouping, which extends Gaussian Splatting to jointly reconstruct and segment anything in open-world 3D scenes. We augment each Gaussian with a compact Identity Encoding, allowing the Gaussians to be grouped according to their object instance or stuff membership in the 3D scene. Instead of resorting to expensive 3D labels, we supervise the Identity Encodings during the differentiable rendering by leveraging the 2D mask predictions by SAM, along with introduced 3D spatial consistency regularization. Comparing to the implicit NeRF representation, we show that the discrete and grouped 3D Gaussians can reconstruct, segment and edit anything in 3D with high visual quality, fine granularity and efficiency. Based on Gaussian Grouping, we further propose a local Gaussian Editing scheme, which shows efficacy in versatile scene editing applications, including 3D object removal, inpainting, colorization and scene recomposition.[π Paper](https://arxiv.org/pdf/2312.00732.pdf) | [π» Code](https://github.com/lkeab/gaussian-grouping)
### 5. Segment Any 3D Gaussians
**Authors**: Jiazhong Cen, Jiemin Fang, Chen Yang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi TianAbstract
Interactive 3D segmentation in radiance fields is an appealing task since its importance in 3D scene understanding and manipulation. However, existing methods face challenges in either achieving fine-grained, multi-granularity segmentation or contending with substantial computational overhead, inhibiting real-time interaction. In this paper, we introduce Segment Any 3D GAussians (SAGA), a novel 3D interactive segmentation approach that seamlessly blends a 2D segmentation foundation model with 3D Gaussian Splatting (3DGS), a recent breakthrough of radiance fields. SAGA efficiently embeds multi-granularity 2D segmentation results generated by the segmentation foundation model into 3D Gaussian point features through well-designed contrastive training. Evaluation on existing benchmarks demonstrates that SAGA can achieve competitive performance with state-of-the-art methods. Moreover, SAGA achieves multi-granularity segmentation and accommodates various prompts, including points, scribbles, and 2D masks. Notably, SAGA can finish the 3D segmentation within milliseconds, achieving nearly 1000Γ acceleration1 compared to previous SOTA.[π Paper](https://jumpat.github.io/SAGA/SAGA_paper.pdf) | [π Project Page](https://jumpat.github.io/SAGA/) | [π» Code](https://github.com/Jumpat/SegAnyGAussians)
### 6. [CVPR '24] Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields
**Authors**: Shijie Zhou, Haoran Chang, Sicheng Jiang, Zhiwen Fan, Zehao Zhu, Dejia Xu, Pradyumna Chari, Suya You, Zhangyang Wang, Achuta KadambiAbstract
3D scene representations have gained immense popularity in recent years. Methods that use Neural Radiance fields are versatile for traditional tasks such as novel view synthesis. In recent times, some work has emerged that aims to extend the functionality of NeRF beyond view synthesis, for semantically aware tasks such as editing and segmentation using 3D feature field distillation from 2D foundation models. However, these methods have two major limitations: (a) they are limited by the rendering speed of NeRF pipelines, and (b) implicitly represented feature fields suffer from continuity artifacts reducing feature quality. Recently, 3D Gaussian Splatting has shown state-of-the-art performance on real-time radiance field rendering. In this work, we go one step further: in addition to radiance field rendering, we enable 3D Gaussian splatting on arbitrary-dimension semantic features via 2D foundation model distillation. This translation is not straightforward: naively incorporating feature fields in the 3DGS framework encounters significant challenges, notably the disparities in spatial resolution and channel consistency between RGB images and feature maps. We propose architectural and training changes to efficiently avert this problem. Our proposed method is general, and our experiments showcase novel view semantic segmentation, language-guided editing and segment anything through learning feature fields from state-of-the-art 2D foundation models such as SAM and CLIP-LSeg. Across experiments, our distillation method is able to provide comparable or better results, while being significantly faster to both train and render. Additionally, to the best of our knowledge, we are the first method to enable point and bounding-box prompting for radiance field manipulation, by leveraging the SAM model.[π Paper](https://arxiv.org/pdf/2312.03203.pdf) | [π Project Page](https://feature-3dgs.github.io/) | [π» Code](https://github.com/ShijieZhou-UCLA/feature-3dgs) | [π₯ Short Presentation](https://www.youtube.com/watch?v=h4zmQsCV_Qw)
### 7. 2D-Guided 3D Gaussian Segmentation
**Authors**: Kun Lan, Haoran Li, Haolin Shi, Wenjun Wu, Yong Liao, Lin Wang, Pengyuan ZhouAbstract
Recently, 3D Gaussian, as an explicit 3D representation method, has demonstrated strong competitiveness over NeRF (Neural Radiance Fields) in terms of expressing complex scenes and training duration. These advantages signal a wide range of applications for 3D Gaussians in 3D understanding and editing. Meanwhile, the segmentation of 3D Gaussians is still in its infancy. The existing segmentation methods are not only cumbersome but also incapable of segmenting multiple objects simultaneously in a short amount of time. In response, this paper introduces a 3D Gaussian segmentation method implemented with 2D segmentation as supervision. This approach uses input 2D segmentation maps to guide the learning of the added 3D Gaussian semantic information, while nearest neighbor clustering and statistical filtering refine the segmentation results. Experiments show that our concise method can achieve comparable performances on mIOU and mAcc for multi-object segmentation as previous single-object segmentation methods.[π Paper](https://arxiv.org/pdf/2312.16047.pdf)
## Language Embedding:
## 2023:
### 1. [CVPR '24] Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding
**Authors**: Jin-Chuan Shi, Miao Wang, Hao-Bin Duan, Shao-Hua GuanAbstract
Open-vocabulary querying in 3D space is challenging but essential for scene understanding tasks such as object localization and segmentation. Language-embedded scene representations have made progress by incorporating language features into 3D spaces. However, their efficacy heavily depends on neural networks that are resource-intensive in training and rendering. Although recent 3D Gaussians offer efficient and high-quality novel view synthesis, directly embedding language features in them leads to prohibitive memory usage and decreased performance. In this work, we introduce Language Embedded 3D Gaussians, a novel scene representation for open-vocabulary query tasks. Instead of embedding high-dimensional raw semantic features on 3D Gaussians, we propose a dedicated quantization scheme that drastically alleviates the memory requirement, and a novel embedding procedure that achieves smoother yet high accuracy query, countering the multi-view feature inconsistencies and the high-frequency inductive bias in point-based representations. Our comprehensive experiments show that our representation achieves the best visual quality and language querying accuracy across current language-embedded representations, while maintaining real-time rendering frame rates on a single desktop GPU.[π Paper](https://arxiv.org/pdf/2311.18482.pdf) | [π Project Page](https://buaavrcg.github.io/LEGaussians/) | [π» Code](https://github.com/buaavrcg/LEGaussians)
### 2. [CVPR '24] Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields
**Authors**: Shijie Zhou, Haoran Chang, Sicheng Jiang, Zhiwen Fan, Zehao Zhu, Dejia Xu, Pradyumna Chari, Suya You, Zhangyang Wang, Achuta KadambiAbstract
3D scene representations have gained immense popularity in recent years. Methods that use Neural Radiance fields are versatile for traditional tasks such as novel view synthesis. In recent times, some work has emerged that aims to extend the functionality of NeRF beyond view synthesis, for semantically aware tasks such as editing and segmentation using 3D feature field distillation from 2D foundation models. However, these methods have two major limitations: (a) they are limited by the rendering speed of NeRF pipelines, and (b) implicitly represented feature fields suffer from continuity artifacts reducing feature quality. Recently, 3D Gaussian Splatting has shown state-of-the-art performance on real-time radiance field rendering. In this work, we go one step further: in addition to radiance field rendering, we enable 3D Gaussian splatting on arbitrary-dimension semantic features via 2D foundation model distillation. This translation is not straightforward: naively incorporating feature fields in the 3DGS framework encounters significant challenges, notably the disparities in spatial resolution and channel consistency between RGB images and feature maps. We propose architectural and training changes to efficiently avert this problem. Our proposed method is general, and our experiments showcase novel view semantic segmentation, language-guided editing and segment anything through learning feature fields from state-of-the-art 2D foundation models such as SAM and CLIP-LSeg. Across experiments, our distillation method is able to provide comparable or better results, while being significantly faster to both train and render. Additionally, to the best of our knowledge, we are the first method to enable point and bounding-box prompting for radiance field manipulation, by leveraging the SAM model.[π Paper](https://arxiv.org/pdf/2312.03203.pdf) | [π Project Page](https://feature-3dgs.github.io/) | [π» Code](https://github.com/ShijieZhou-UCLA/feature-3dgs) | [π₯ Short Presentation](https://www.youtube.com/watch?v=h4zmQsCV_Qw)
### 3. [CVPR '24] LangSplat: 3D Language Gaussian Splatting
**Authors**: Minghan Qin, Wanhua Li, Jiawei Zhou, Haoqian Wang, Hanspeter PfisterAbstract
Human lives in a 3D world and commonly uses natural language to interact with a 3D scene. Modeling a 3D language field to support open-ended language queries in 3D has gained increasing attention recently. This paper introduces LangSplat, which constructs a 3D language field that enables precise and efficient open-vocabulary querying within 3D spaces. Unlike existing methods that ground CLIP language embeddings in a NeRF model, LangSplat advances the field by utilizing a collection of 3D Gaussians, each encoding language features distilled from CLIP, to represent the language field. By employing a tile-based splatting technique for rendering language features, we circumvent the costly rendering process inherent in NeRF. Instead of directly learning CLIP embeddings, LangSplat first trains a scene-wise language autoencoder and then learns language features on the scene-specific latent space, thereby alleviating substantial memory demands imposed by explicit modeling. Existing methods struggle with imprecise and vague 3D language fields, which fail to discern clear boundaries between objects. We delve into this issue and propose to learn hierarchical semantics using SAM, thereby eliminating the need for extensively querying the language field across various scales and the regularization of DINO features. Extensive experiments on open-vocabulary 3D object localization and semantic segmentation demonstrate that LangSplat significantly outperforms the previous state-of-the-art method LERF by a large margin. Notably, LangSplat is extremely efficient, achieving a {\speed} Γ speedup compared to LERF at the resolution of 1440 Γ 1080.[π Paper](https://arxiv.org/pdf/2312.16084.pdf) | [π Project Page](https://langsplat.github.io/) | [π» Code](https://github.com/minghanqin/LangSplat) | [π₯ Short Presentation](https://www.youtube.com/watch?v=XMlyjsei-Es)
### 4. FMGS: Foundation Model Embedded 3D Gaussian Splatting for Holistic 3D Scene Understanding
**Authors**: Xingxing Zuo, Pouya Samangouei, Yunwen Zhou, Yan Di, Mingyang LiAbstract
Precisely perceiving the geometric and semantic properties of real-world 3D objects is crucial for the continued evolution of augmented reality and robotic applications. To this end, we present \algfull{} (\algname{}), which incorporates vision-language embeddings of foundation models into 3D Gaussian Splatting (GS). The key contribution of this work is an efficient method to reconstruct and represent 3D vision-language models. This is achieved by distilling feature maps generated from image-based foundation models into those rendered from our 3D model. To ensure high-quality rendering and fast training, we introduce a novel scene representation by integrating strengths from both GS and multi-resolution hash encodings (MHE). Our effective training procedure also introduces a pixel alignment loss that makes the rendered feature distance of same semantic entities close, following the pixel-level semantic boundaries. Our results demonstrate remarkable multi-view semantic consistency, facilitating diverse downstream tasks, beating state-of-the-art methods by 10.2 percent on open-vocabulary language-based object detection, despite that we are 851Γ faster for inference. This research explores the intersection of vision, language, and 3D scene representation, paving the way for enhanced scene understanding in uncontrolled real-world environments.[π Paper](https://arxiv.org/pdf/2401.01970.pdf)
## Mesh Extraction and Physics:
## 2024:
### 1. Gaussian Splashing: Dynamic Fluid Synthesis with Gaussian Splatting
**Authors**: Yutao Feng, Xiang Feng, Yintong Shang, Ying Jiang, Chang Yu, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou, Chenfanfu Jiang, Yin YangAbstract
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views.[π Paper](https://browse.arxiv.org/pdf/2401.15318.pdf) | [π Project Page](https://amysteriouscat.github.io/GaussianSplashing/) | [π» Code (not yet)]() | [π₯ Short Presentation](https://www.youtube.com/watch?v=KgaR1ni-Egg&t)
### 2. GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
**Authors**: Joanna WaczyΕska, Piotr Borycki, SΕawomir Tadeja, Jacek Tabor, PrzemysΕaw SpurekAbstract
In recent years, a range of neural network-based methods for image rendering have been introduced. For instance, widely-researched neural radiance fields (NeRF) rely on a neural network to represent 3D scenes, allowing for realistic view synthesis from a small number of 2D images. However, most NeRF models are constrained by long training and inference times. In comparison, Gaussian Splatting (GS) is a novel, state-of-theart technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and swift, real-time rendering. A drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity to condition several hundred thousand Gaussian components. To solve this, we introduce Gaussian Mesh Splatting (GaMeS) model, a hybrid of mesh and a Gaussian distribution, that pin all Gaussians splats on the object surface (mesh). The unique contribution of our methods is defining Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain high-quality renders in the real-time generation of high-quality views. Furthermore, we demonstrate that in the absence of a predefined mesh, it is possible to fine-tune the initial mesh during the learning process.[π Paper](https://arxiv.org/pdf/2402.01459.pdf) | [π» Code](https://github.com/waczjoan/gaussian-mesh-splatting)
### 3. Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
**Authors**: Lin Gao, Jie Yang, Bo-Tao Zhang, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu, Yu-Kun LaiAbstract
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).[π Paper](https://arxiv.org/pdf/2402.04796.pdf)
### 4. Reconstruction and Simulation of Elastic Objects with Spring-Mass 3D Gaussians
**Authors**: Licheng Zhong, Hong-Xing Yu, Jiajun Wu, Yunzhu LiAbstract
Reconstructing and simulating elastic objects from visual observations is crucial for applications in computer vision and robotics. Existing methods, such as 3D Gaussians, provide modeling for 3D appearance and geometry but lack the ability to simulate physical properties or optimize parameters for heterogeneous objects. We propose Spring-Gaus, a novel framework that integrates 3D Gaussians with physics-based simulation for reconstructing and simulating elastic objects from multi-view videos. Our method utilizes a 3D Spring-Mass model, enabling the optimization of physical parameters at the individual point level while decoupling the learning of physics and appearance. This approach achieves great sample efficiency, enhances generalization, and reduces sensitivity to the distribution of simulation particles. We evaluate Spring-Gaus on both synthetic and real-world datasets, demonstrating accurate reconstruction and simulation of elastic objects. This includes future prediction and simulation under varying initial states and environmental parameters.[π Paper](https://arxiv.org/pdf/2403.09434) | [π Project Page](https://zlicheng.com/spring_gaus/) | [π» Code (not yet)](https://github.com/Colmar-zlicheng/Spring-Gaus)
### 5. Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing
**Authors**: Tian-Xing Xu, Wenbo Hu, Yu-Kun Lai, Ying Shan, Song-Hai ZhangAbstract
3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.[π Paper](https://arxiv.org/pdf/2403.10050) | [π Project Page](https://slothfulxtx.github.io/TexGS/) | [π» Code (not yet)](https://github.com/slothfulxtx/Texture-GS)
### 6. DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing
**Authors**: Matias Turkulainen, Xuqian Ren, Iaroslav Melekhov, Otto Seiskari, Esa Rahtu, Juho KannalaAbstract
3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction, an important downstream application. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use the geometry of the 3D Gaussians supervised by normal cues to achieve better alignment with the true scene geometry. We improve depth estimation and novel view synthesis results over baselines and show how this simple yet effective regularization technique can be used to directly extract meshes from the Gaussian representation yielding more physically accurate reconstructions on indoor scenes.[π Paper](https://arxiv.org/pdf/2403.17822) | [π» Code](https://github.com/maturk/dn-splatter) | [π Project Page](https://maturk.github.io/dn-splatter/)
### 7. 2D Gaussian Splatting for Geometrically Accurate Radiance Fields
**Authors**: Binbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger, Shenghua GaoAbstract
3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering.[π Paper](https://arxiv.org/pdf/2403.17888) | [π Project Page](https://surfsplatting.github.io/) | [π» Code](https://github.com/hbb1/2d-gaussian-splatting) | [π₯ Short Presentation](https://www.youtube.com/watch?v=oaHCtB6yiKU)
#### 7.1 Unofficial Implementation and Specification
**Authors**: Yunzhou Song, Zixuan Lin, Yexin Zhang
[π» Code ](https://github.com/TimSong412/2D-surfel-gaussian)
### 8. Feature Splatting: Language-Driven Physics-Based Scene Synthesis and Editing
**Authors**: Ri-Zhao Qiu, Ge Yang, Weijia Zeng, Xiaolong WangAbstract
Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language.[π Paper](https://arxiv.org/pdf/2404.01223) | [π Project Page](https://feature-splatting.github.io/) | [π» Code (not yet)](https://github.com/vuer-ai/feature_splatting)
### 9. Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
**Authors**: Yaniv Wolf, Amit Bracha, Ron KimmelAbstract
The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge.
We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods.
We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models[π Paper](https://arxiv.org/pdf/2404.01810) | [π Project Page](https://gs2mesh.github.io//) | [π» Code (not yet)]()
### 10. RaDe-GS: Rasterizing Depth in Gaussian Splatting
**Authors**: Baowen Zhang, Chuan Fang, Rakesh Shrestha, Yixun Liang, Xiaoxiao Long, Ping TanAbstract
Gaussian Splatting (GS) has proven to be highly effective in novel view
synthesis, achieving high-quality and real-time rendering. However, its potential for reconstructing detailed 3D shapes has not been fully explored.
Existing methods often suffer from limited shape accuracy due to the discrete and unstructured nature of Gaussian splats, which complicates the
shape extraction. While recent techniques like 2D GS have attempted to improve shape reconstruction, they often reformulate the Gaussian primitives
in ways that reduce both rendering quality and computational efficiency. To address these problems, our work introduces a rasterized approach to
render the depth maps and surface normal maps of general 3D Gaussian splats. Our method not only significantly enhances shape reconstruction accuracy but also maintains the computational efficiency intrinsic to Gaussian Splatting. Our approach achieves a Chamfer distance error comparable to
NeuraLangelo[Li et al. 2023] on the DTU dataset and similar training and rendering time as traditional Gaussian Splatting on the Tanks & Temples
dataset. Our method is a significant advancement in Gaussian Splatting and can be directly integrated into existing Gaussian Splatting-based methods.[π Paper](https://arxiv.org/pdf/2406.01467) | [π Project Page](https://baowenz.github.io/radegs/) | [π» Code (not yet)]()
### 11. Trim 3D Gaussian Splatting for Accurate Geometry Representation
**Authors**: Lue Fan, Yuxue Yang, Minxing Li, Hongsheng Li, Zhaoxiang ZhangAbstract
In this paper, we introduce Trim 3D Gaussian Splatting (TrimGS) to reconstruct accurate 3D geometry from images. Previous arts for geometry reconstruction from 3D Gaussians mainly focus on exploring strong geometry regularization. Instead, from a fresh perspective, we propose to obtain accurate 3D geometry of a scene by Gaussian trimming, which selectively removes the inaccurate geometry while preserving accurate structures. To achieve this, we analyze the contributions of individual 3D Gaussians and propose a contribution-based trimming strategy to remove the redundant or inaccurate Gaussians. Furthermore, our experimental and theoretical analyses reveal that a relatively small Gaussian scale is a non-negligible factor in representing and optimizing the intricate details. Therefore the proposed TrimGS maintains relatively small Gaussian scales. In addition, TrimGS is also compatible with the effective geometry regularization strategies in previous arts. When combined with the original 3DGS and the state-of-the-art 2DGS, TrimGS consistently yields more accurate geometry and higher perceptual quality.[π Paper](https://arxiv.org/abs/2406.07499) | [π Project Page](https://trimgs.github.io/) | [π» Code](https://github.com/YuxueYang1204/TrimGS)
### 12. Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting
**Authors**: Junha Hyung, Susung Hong, Sungwon Hwang, Jaeseong Lee, Jaegul Choo,βJin-Hwa KimAbstract
3D reconstruction from multi-view images is one of the fundamental challenges in computer vision and graphics. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising technique capable of real-time rendering with high-quality 3D reconstruction. This method utilizes 3D Gaussian representation and tile-based splatting techniques, bypassing the expensive neural field querying. Despite its potential, 3DGS encounters challenges, including needle-like artifacts, suboptimal geometries, and inaccurate normals, due to the Gaussians converging into anisotropic Gaussians with one dominant variance. We propose using effective rank analysis to examine the shape statistics of 3D Gaussian primitives, and identify the Gaussians indeed converge into needle-like shapes with the effective rank 1. To address this, we introduce effective rank as a regularization, which constrains the structure of the Gaussians. Our new regularization method enhances normal and geometry reconstruction while reducing needle-like artifacts. The approach can be integrated as an add-on module to other 3DGS variants, improving their quality without compromising visual fidelity.[π Paper](https://arxiv.org/abs/2406.11672) | [π Project Page](https://junhahyung.github.io/erankgs.github.io/) | [π» Code (not yet)]()
## 2023:
### 1. [CVPR '24] PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics
**Authors**: Tianyi Xie, Zeshun Zong, Yuxin Qiu, Xuan Li, Yutao Feng, Yin Yang, Chenfanfu JiangAbstract
We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS2)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements.[π Paper](https://arxiv.org/pdf/2311.12198.pdf) | [π Project Page](https://xpandora.github.io/PhysGaussian/) | [π» Code](https://github.com/XPandora/PhysGaussian) | [π₯ Short Presentation](https://drive.google.com/file/d/1eh7vxRxer7gfvPhs8jDE56oRjayBc9oe/view)
### 2. [CVPR '24] SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering
**Authors**: Antoine GuΓ©don, Vincent LepetitAbstract
We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D gaussians as these gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to sample points on the real surface of the scene and extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, rigging, animating, compositing and relighting of the Gaussians using traditional softwares by manipulating the mesh instead of the gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art methods on neural SDFs, while providing a better rendering quality.[π Paper](https://arxiv.org/pdf/2311.12775.pdf) | [π Project Page](https://imagine.enpc.fr/~guedona/sugar/) | [π» Code](https://github.com/Anttwo/SuGaR) | [π₯ Short Presentation](https://www.youtube.com/watch?v=MAkFyWfiBQo.&t)
### 3. NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance
**Authors**: Hanlin Chen, Chen Li, Gim Hee LeeAbstract
Existing neural implicit surface reconstruction methods have achieved impressive performance in multi-view 3D reconstruction by leveraging explicit geometry priors such as depth maps or point clouds as regularization. However, the reconstruction results still lack fine details because of the over-smoothed depth map or sparse point cloud. In this work, we propose a neural implicit surface reconstruction pipeline with guidance from 3D Gaussian Splatting to recover highly detailed surfaces. The advantage of 3D Gaussian Splatting is that it can generate dense point clouds with detailed structure. Nonetheless, a naive adoption of 3D Gaussian Splatting can fail since the generated points are the centers of 3D Gaussians that do not necessarily lie on the surface. We thus introduce a scale regularizer to pull the centers close to the surface by enforcing the 3D Gaussians to be extremely thin. Moreover, we propose to refine the point cloud from 3D Gaussians Splatting with the normal priors from the surface predicted by neural implicit models instead of using a fixed set of points as guidance. Consequently, the quality of surface reconstruction improves from the guidance of the more accurate 3D Gaussian splatting. By jointly optimizing the 3D Gaussian Splatting and the neural implicit model, our approach benefits from both representations and generates complete surfaces with intricate details. Experiments on Tanks and Temples verify the effectiveness of our proposed method.[π Paper](https://arxiv.org/pdf/2312.00846.pdf)
## Misc:
## 2024:
### 1. Characterizing Satellite Geometry via Accelerated 3D Gaussian Splatting
**Authors**: Van Minh Nguyen, Emma Sandidge, Trupti Mahendrakar, Ryan T. WhiteAbstract
The accelerating deployment of spacecraft in orbit have generated interest in on-orbit servicing (OOS), inspection of spacecraft, and active debris removal (ADR). Such missions require precise rendezvous and proximity operations in the vicinity of non-cooperative, possible unknown, resident space objects. Safety concerns with manned missions and lag times with ground-based control necessitate complete autonomy. This requires robust characterization of the target's geometry. In this article, we present an approach for mapping geometries of satellites on orbit based on 3D Gaussian Splatting that can run on computing resources available on current spaceflight hardware. We demonstrate model training and 3D rendering performance on a hardware-in-the-loop satellite mock-up under several realistic lighting and motion conditions. Our model is shown to be capable of training on-board and rendering higher quality novel views of an unknown satellite nearly 2 orders of magnitude faster than previous NeRF-based algorithms. Such on-board capabilities are critical to enable downstream machine intelligence tasks necessary for autonomous guidance, navigation, and control tasks.[π Paper](https://arxiv.org/pdf/2401.02588.pdf)
### 2. TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
**Authors**: Linus Franke, Darius RΓΌckert, Laura Fink, Marc StammingerAbstract
Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [RΓΌckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.[π Paper](https://arxiv.org/pdf/2401.06003.pdf) | [π Project Page](https://lfranke.github.io/trips/) | [π» Code](https://github.com/lfranke/trips)
### 3. EndoGS: Deformable Endoscopic Tissues Reconstruction with Gaussian Splatting
**Authors**: Lingting Zhu, Zhao Wang, Jiahao Cui, Zhenchao Jin, Guying Lin, Lequan YuAbstract
Surgical 3D reconstruction is a critical area of research in robotic surgery, with recent works adopting variants of dynamic radiance fields to achieve success in 3D reconstruction of deformable tissues from single-viewpoint videos. However, these methods often suffer from time-consuming optimization or inferior quality, limiting their adoption in downstream tasks. Inspired by 3D Gaussian Splatting, a recent trending 3D representation, we present EndoGS, applying Gaussian Splatting for deformable endoscopic tissue reconstruction. Specifically, our approach incorporates deformation fields to handle dynamic scenes, depth-guided supervision with spatial-temporal weight masks to optimize 3D targets with tool occlusion from a single viewpoint, and surface-aligned regularization terms to capture the much better geometry. As a result, EndoGS reconstructs and renders high-quality deformable endoscopic tissues from a single-viewpoint video, estimated depth maps, and labeled tool masks. Experiments on DaVinci robotic surgery videos demonstrate that EndoGS achieves superior rendering quality.[π Paper](https://arxiv.org/pdf/2401.11535.pdf) | [π» Code](https://github.com/HKU-MedAI/EndoGS)
### 4. EndoGaussian: Gaussian Splatting for Deformable Surgical Scene Reconstruction
**Authors**: Yifan Liu, Chenxin Li, Chen Yang, Yixuan YuanAbstract
Reconstructing deformable tissues from endoscopic stereo videos is essential in many downstream surgical applications. However, existing methods suffer from slow inference speed, which greatly limits their practical use. In this paper, we introduce EndoGaussian, a real-time surgical scene reconstruction framework that builds on 3D Gaussian Splatting. Our framework represents dynamic surgical scenes as canonical Gaussians and a time-dependent deformation field, which predicts Gaussian deformations at novel timestamps. Due to the efficient Gaussian representation and parallel rendering pipeline, our framework significantly accelerates the rendering speed compared to previous methods. In addition, we design the deformation field as the combination of a lightweight encoding voxel and an extremely tiny MLP, allowing for efficient Gaussian tracking with a minor rendering burden. Furthermore, we design a holistic Gaussian initialization method to fully leverage the surface distribution prior, achieved by searching informative points from across the input image sequence. Experiments on public endoscope datasets demonstrate that our method can achieve real-time rendering speed (195 FPS real-time, 100Γ gain) while maintaining the state-of-the-art reconstruction quality (35.925 PSNR) and the fastest training speed (within 2 min/scene), showing significant promise for intraoperative surgery applications.[π Paper](https://arxiv.org/pdf/2401.12561.pdf) | [π Project Page](https://yifliu3.github.io/EndoGaussian/) | [π» Code](https://github.com/yifliu3/EndoGaussian)
### 5. GauU-Scene: A Scene Reconstruction Benchmark on Large Scale 3D Reconstruction Dataset Using Gaussian Splatting
**Authors**: Butian Xiong, Zhuo Li, Zhen LiAbstract
We introduce a novel large-scale scene reconstruction benchmark using the newly developed 3D representation approach, Gaussian Splatting, on our expansive U-Scene dataset. U-Scene encompasses over one and a half square kilometres, featuring a comprehensive RGB dataset coupled with LiDAR ground truth. For data acquisition, we employed the Matrix 300 drone equipped with the high-accuracy Zenmuse L1 LiDAR, enabling precise rooftop data collection. This dataset, offers a unique blend of urban and academic environments for advanced spatial analysis convers more than 1.5 km2. Our evaluation of U-Scene with Gaussian Splatting includes a detailed analysis across various novel viewpoints. We also juxtapose these results with those derived from our accurate point cloud dataset, highlighting significant differences that underscore the importance of combine multi-modal information[π Paper](https://arxiv.org/pdf/2401.14032.pdf)
### 6. LIV-GaussMap: LiDAR-Inertial-Visual Fusion for Real-time 3D Radiance Field Map Rendering
**Authors**: Sheng Hong, Junjie He, Xinhu Zheng, Hesheng Wang, Hao Fang, Kangcheng Liu, Chunran Zheng, Shaojie ShenAbstract
We introduce an integrated precise LiDAR, Inertial, and Visual (LIV) multi-modal sensor fused mapping system that builds on the differentiable surface splatting to improve the mapping fidelity, quality, and structural accuracy. Notably, this is also a novel form of tightly coupled map for LiDAR-visual-inertial sensor fusion.
This system leverages the complementary characteristics of LiDAR and visual data to capture the geometric structures of large-scale 3D scenes and restore their visual surface information with high fidelity. The initial poses for surface Gaussian scenes are obtained using a LiDAR-inertial system with size-adaptive voxels. Then, we optimized and refined the Gaussians by visual-derived photometric gradients to optimize the quality and density of LiDAR measurements.
Our method is compatible with various types of LiDAR, including solid-state and mechanical LiDAR, supporting both repetitive and non-repetitive scanning modes. bolstering structure construction through LiDAR and facilitating real-time generation of photorealistic renderings across diverse LIV datasets. It showcases notable resilience and versatility in generating real-time photorealistic scenes potentially for digital twins and virtual reality while also holding potential applicability in real-time SLAM and robotics domains.[π Paper](https://arxiv.org/pdf/2401.14857.pdf) | [π» Code (not yet)](https://github.com/sheng00125/LIV-GaussMap)
### 7. VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality
**Authors**: Ying Jiang, Chang Yu, Tianyi Xie, Xuan Li, Yutao Feng, Huamin Wang, Minchen Li, Henry Lau, Feng Gao, Yin Yang, Chenfanfu JiangAbstract
As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.[π Paper](https://arxiv.org/pdf/2401.16663.pdf) | [π Project Page](https://yingjiang96.github.io/VR-GS/)
### 8. Splat-Nav: Safe Real-Time Robot Navigation in Gaussian Splatting Maps
**Authors**: Timothy Chen, Ola Shorinwa, Weijia Zeng, Joseph Bruno, Philip Dames, Mac SchwagerAbstract
We present Splat-Nav, a navigation pipeline that consists of a real-time safe planning module and a robust state estimation module designed to operate in the Gaussian Splatting (GSplat) environment representation, a popular emerging 3D scene representation from computer vision. We formulate rigorous collision constraints that can be computed quickly to build a guaranteed-safe polytope corridor through the map. We then optimize a B-spline trajectory through this corridor. We also develop a real-time, robust state estimation module by interpreting the GSplat representation as a point cloud. The module enables the robot to localize its global pose with zero prior knowledge from RGB-D images using point cloud alignment, and then track its own pose as it moves through the scene from RGB images using image-to-point cloud localization. We also incorporate semantics into the GSplat in order to obtain better images for localization. All of these modules operate mainly on CPU, freeing up GPU resources for tasks like real-time scene reconstruction. We demonstrate the safety and robustness of our pipeline in both simulation and hardware, where we show re-planning at 5 Hz and pose estimation at 20 Hz, an order of magnitude faster than Neural Radiance Field (NeRF)-based navigation methods, thereby enabling real-time navigation.[π Paper](https://arxiv.org/pdf/2403.02751.pdf)
### 9. Radiative Gaussian Splatting for Efficient X-ray Novel View Synthesis
**Authors**: TYuanhao Cai, Yixun Liang, Jiahao Wang, Angtian Wang, Yulun Zhang, Xiaokang Yang, Zongwei Zhou, Alan YuilleAbstract
X-ray is widely applied for transmission imaging due to its stronger penetration than natural light. When rendering novel view X-ray projections, existing methods mainly based on NeRF suffer from long training time and slow inference speed. In this paper, we propose a 3D Gaussian splatting-based framework, namely X-Gaussian, for X-ray novel view synthesis. Firstly, we redesign a radiative Gaussian point cloud model inspired by the isotropic nature of X-ray imaging. Our model excludes the influence of view direction when learning to predict the radiation intensity of 3D points. Based on this model, we develop a Differentiable Radiative Rasterization (DRR) with CUDA implementation. Secondly, we customize an Angle-pose Cuboid Uniform Initialization (ACUI) strategy that directly uses the parameters of the X-ray scanner to compute the camera information and then uniformly samples point positions within a cuboid enclosing the scanned object. Experiments show that our X-Gaussian outperforms state-of-the-art methods by 6.5 dB while enjoying less than 15% training time and over 73x inference speed. The application on sparse-view CT reconstruction also reveals the practical values of our method.[π Paper](https://arxiv.org/pdf/2403.04116.pdf)
### 10. ManiGaussian: Dynamic Gaussian Splatting for Multi-task Robotic Manipulation
**Authors**: Guanxing Lu, Shiyi Zhang, Ziwei Wang, Changliu Liu, Jiwen Lu, Yansong TangAbstract
Performing language-conditioned robotic manipulation tasks in unstructured environments is highly demanded for general intelligent robots. Conventional robotic manipulation methods usually learn semantic representation of the observation for action prediction, which ignores the scene-level spatiotemporal dynamics for human goal completion. In this paper, we propose a dynamic Gaussian Splatting method named ManiGaussian for multi-task robotic manipulation, which mines scene dynamics via future scene reconstruction. Specifically, we first formulate the dynamic Gaussian Splatting framework that infers the semantics propagation in the Gaussian embedding space, where the semantic representation is leveraged to predict the optimal robot action. Then, we build a Gaussian world model to parameterize the distribution in our dynamic Gaussian Splatting framework, which provides informative supervision in the interactive environment via future scene reconstruction. We evaluate our ManiGaussian on 10 RLBench tasks with 166 variations, and the results demonstrate our framework can outperform the state-of-the-art methods by 13.1% in average success rate.[π Paper](https://arxiv.org/pdf/2403.08321.pdf) | [π Project Page](https://guanxinglu.github.io/ManiGaussian/) | [π» Code](https://github.com/GuanxingLu/ManiGaussian)
### 11. GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splatting
**Authors**: Xinjie Zhang, Xingtong Ge, Tongda Xu, Dailan He, Yan Wang, Hongwei Qin, Guo Lu, Jing Geng, Jun ZhangAbstract
Implicit neural representations (INRs) recently achieved great success in image representation and compression, offering high visual quality and fast rendering speeds with 10-1000 FPS, assuming sufficient GPU resources are available. However, this requirement often hinders their use on low-end devices with limited memory. In response, we propose a groundbreaking paradigm of image representation and compression by 2D Gaussian Splatting, named GaussianImage. We first introduce 2D Gaussian to represent the image, where each Gaussian has 8 parameters including position, covariance and color. Subsequently, we unveil a novel rendering algorithm based on accumulated summation. Remarkably, our method with a minimum of 3Γ lower GPU memory usage and 5Γ faster fitting time not only rivals INRs (e.g., WIRE, I-NGP) in representation performance, but also delivers a faster rendering speed of 1500-2000 FPS regardless of parameter size. Furthermore, we integrate existing vector quantization technique to build an image codec. Experimental results demonstrate that our codec attains rate-distortion performance comparable to compression-based INRs such as COIN and COIN++, while facilitating decoding speeds of approximately 1000 FPS. Additionally, preliminary proof of concept shows that our codec surpasses COIN and COIN++ in performance when using partial bits-back coding.[π Paper](https://arxiv.org/pdf/2403.08551)
### 12. GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping
**Authors**: Yuhang Zheng, Xiangyu Chen, Yupeng Zheng, Songen Gu, Runyi Yang, Bu Jin, Pengfei Li, Chengliang Zhong, Zengmao Wang, Lina Liu, Chao Yang, Dawei Wang, Zhen Chen, Xiaoxiao Long, Meiqing WangAbstract
Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks.[π Paper](https://arxiv.org/pdf/2403.09637) | [π» Code (not yet)](https://github.com/MrSecant/GaussianGrasper)
### 13. Den-SOFT: Dense Space-Oriented Light Field DataseT for 6-DOF Immersive Experience
**Authors**: Xiaohang Yu, Zhengxian Yang, Shi Pan, Yuqi Han, Haoxiang Wang, Jun Zhang, Shi Yan, Borong Lin, Lei Yang, Tao Yu, Lu FangAbstract
We have built a custom mobile multi-camera large-space dense light field capture system, which provides a series of high-quality and sufficiently dense light field images for various scenarios. Our aim is to contribute to the development of popular 3D scene reconstruction algorithms such as IBRnet, NeRF, and 3D Gaussian splitting. More importantly, the collected dataset, which is much denser than existing datasets, may also inspire space-oriented light field reconstruction, which is potentially different from object-centric 3D reconstruction, for immersive VR/AR experiences. We utilized a total of 40 GoPro 10 cameras, capturing images of 5k resolution. The number of photos captured for each scene is no less than 1000, and the average density (view number within a unit sphere) is 134.68. It is also worth noting that our system is capable of efficiently capturing large outdoor scenes. Addressing the current lack of large-space and dense light field datasets, we made efforts to include elements such as sky, reflections, lights and shadows that are of interest to researchers in the field of 3D reconstruction during the data capture process. Finally, we validated the effectiveness of our provided dataset on three popular algorithms and also integrated the reconstructed 3DGS results into the Unity engine, demonstrating the potential of utilizing our datasets to enhance the realism of virtual reality (VR) and create feasible interactive spaces.[π Paper](https://arxiv.org/pdf/2403.09973.pdf)
### 14. Modeling uncertainty for Gaussian Splatting
**Authors**: Luca Savant, Diego Valsesia, Enrico MagliAbstract
We present Stochastic Gaussian Splatting (SGS): the first framework for uncertainty estimation using Gaussian Splatting (GS). GS recently advanced the novel-view synthesis field by achieving impressive reconstruction quality at a fraction of the computational cost of Neural Radiance Fields (NeRF). However, contrary to the latter, it still lacks the ability to provide information about the confidence associated with their outputs. To address this limitation, in this paper, we introduce a Variational Inference-based approach that seamlessly integrates uncertainty prediction into the common rendering pipeline of GS. Additionally, we introduce the Area Under Sparsification Error (AUSE) as a new term in the loss function, enabling optimization of uncertainty estimation alongside image reconstruction. Experimental results on the LLFF dataset demonstrate that our method outperforms existing approaches in terms of both image rendering quality and uncertainty estimation accuracy. Overall, our framework equips practitioners with valuable insights into the reliability of synthesized views, facilitating safer decision-making in real-world applications.[π Paper](https://arxiv.org/pdf/2403.18476)
### 15. TOGS: Gaussian Splatting with Temporal Opacity Offset for Real-Time 4D DSA Rendering
**Authors**: Shuai Zhang, Huangxuan Zhao, Zhenghong Zhou, Guanjun Wu, Chuansheng Zheng, Xinggang Wang, Wenyu LiuAbstract
Four-dimensional Digital Subtraction Angiography (4D DSA) is a medical imaging technique that provides a series of 2D images captured at different stages and angles during the process of contrast agent filling blood vessels. It plays a significant role in the diagnosis of cerebrovascular diseases. Improving the rendering quality and speed under sparse sampling is important for observing the status and location of lesions. The current methods exhibit inadequate rendering quality in sparse views and suffer from slow rendering speed. To overcome these limitations, we propose TOGS, a Gaussian splatting method with opacity offset over time, which can effectively improve the rendering quality and speed of 4D DSA. We introduce an opacity offset table for each Gaussian to model the temporal variations in the radiance of the contrast agent. By interpolating the opacity offset table, the opacity variation of the Gaussian at different time points can be determined. This enables us to render the 2D DSA image at that specific moment. Additionally, we introduced a Smooth loss term in the loss function to mitigate overfitting issues that may arise in the model when dealing with sparse view scenarios. During the training phase, we randomly prune Gaussians, thereby reducing the storage overhead of the model. The experimental results demonstrate that compared to previous methods, this model achieves state-of-the-art reconstruction quality under the same number of training views. Additionally, it enables real-time rendering while maintaining low storage overhead.[π Paper](https://arxiv.org/pdf/2403.19586)
### 16. GaSpCT: Gaussian Splatting for Novel CT Projection View Synthesis
**Authors**: Emmanouil Nikolakakis, Utkarsh Gupta, Jonathan Vengosh, Justin Bui, Razvan MarinescuAbstract
We present GaSpCT, a novel view synthesis and 3D scene representation method used to generate novel projection views for Computer Tomography (CT) scans. We adapt the Gaussian Splatting framework to enable novel view synthesis in CT based on limited sets of 2D image projections and without the need for Structure from Motion (SfM) methodologies. Therefore, we reduce the total scanning duration and the amount of radiation dose the patient receives during the scan. We adapted the loss function to our use-case by encouraging a stronger background and foreground distinction using two sparsity promoting regularizers: a beta loss and a total variation (TV) loss. Finally, we initialize the Gaussian locations across the 3D space using a uniform prior distribution of where the brain's positioning would be expected to be within the field of view. We evaluate the performance of our model using brain CT scans from the Parkinson's Progression Markers Initiative (PPMI) dataset and demonstrate that the rendered novel views closely match the original projection views of the simulated scan, and have better performance than other implicit 3D scene representations methodologies. Furthermore, we empirically observe reduced training time compared to neural network based image synthesis for sparse-view CT image reconstruction. Finally, the memory requirements of the Gaussian Splatting representations are reduced by 17% compared to the equivalent voxel grid image representations.[π Paper](https://arxiv.org/pdf/2404.03126)
### 17. Z-Splat: Z-Axis Gaussian Splatting for Camera-Sonar Fusion
**Authors**: Ziyuan Qu, Omkar Vengurlekar, Mohamad Qadri, Kevin Zhang, Michael Kaess, Christopher Metzler, Suren Jayasuriya, Adithya PediredlaAbstract
Differentiable 3D-Gaussian splatting (GS) is emerging as a prominent technique in computer vision and graphics for reconstructing 3D scenes. GS represents a scene as a set of 3D Gaussians with varying opacities and employs a computationally efficient splatting operation along with analytical derivatives to compute the 3D Gaussian parameters given scene images captured from various viewpoints. Unfortunately, capturing surround view (360β viewpoint) images is impossible or impractical in many real-world imaging scenarios, including underwater imaging, rooms inside a building, and autonomous navigation. In these restricted baseline imaging scenarios, the GS algorithm suffers from a well-known 'missing cone' problem, which results in poor reconstruction along the depth axis. In this manuscript, we demonstrate that using transient data (from sonars) allows us to address the missing cone problem by sampling high-frequency data along the depth axis. We extend the Gaussian splatting algorithms for two commonly used sonars and propose fusion algorithms that simultaneously utilize RGB camera data and sonar data. Through simulations, emulations, and hardware experiments across various imaging scenarios, we show that the proposed fusion algorithms lead to significantly better novel view synthesis (5 dB improvement in PSNR) and 3D geometry reconstruction (60% lower Chamfer distance).[π Paper](https://arxiv.org/pdf/2404.04687)
### 18. Dual-Camera Smooth Zoom on Mobile Phones
**Authors**: Renlong Wu, Zhilu Zhang, Yu Yang, Wangmeng ZuoAbstract
When zooming between dual cameras on a mobile, noticeable jumps in geometric content and image color occur in the preview, inevitably affecting the user's zoom experience. In this work, we introduce a new task, ie, dual-camera smooth zoom (DCSZ) to achieve a smooth zoom preview. The frame interpolation (FI) technique is a potential solution but struggles with ground-truth collection. To address the issue, we suggest a data factory solution where continuous virtual cameras are assembled to generate DCSZ data by rendering reconstructed 3D models of the scene. In particular, we propose a novel dual-camera smooth zoom Gaussian Splatting (ZoomGS), where a camera-specific encoding is introduced to construct a specific 3D model for each virtual camera. With the proposed data factory, we construct a synthetic dataset for DCSZ, and we utilize it to fine-tune FI models. In addition, we collect real-world dual-zoom images without ground-truth for evaluation. Extensive experiments are conducted with multiple FI methods. The results show that the fine-tuned FI models achieve a significant performance improvement over the original ones on DCSZ task.[π Paper](https://arxiv.org/pdf/2404.04908)
### 19. Gaussian Pancakes: Geometrically-Regularized 3D Gaussian Splatting for Realistic Endoscopic Reconstruction
**Authors**: Sierra Bonilla, Shuai Zhang, Dimitrios Psychogyios, Danail Stoyanov, Francisco Vasconcelos, Sophia BanoAbstract
Within colorectal cancer diagnostics, conventional colonoscopy techniques face critical limitations, including a limited field of view and a lack of depth information, which can impede the detection of precancerous lesions. Current methods struggle to provide comprehensive and accurate 3D reconstructions of the colonic surface which can help minimize the missing regions and reinspection for pre-cancerous polyps. Addressing this, we introduce 'Gaussian Pancakes', a method that leverages 3D Gaussian Splatting (3D GS) combined with a Recurrent Neural Network-based Simultaneous Localization and Mapping (RNNSLAM) system. By introducing geometric and depth regularization into the 3D GS framework, our approach ensures more accurate alignment of Gaussians with the colon surface, resulting in smoother 3D reconstructions with novel viewing of detailed textures and structures. Evaluations across three diverse datasets show that Gaussian Pancakes enhances novel view synthesis quality, surpassing current leading methods with a 18% boost in PSNR and a 16% improvement in SSIM. It also delivers over 100X faster rendering and more than 10X shorter training times, making it a practical tool for real-time applications. Hence, this holds promise for achieving clinical translation for better detection and diagnosis of colorectal cancer.[π Paper](https://arxiv.org/pdf/2404.06128)
### 20. SpikeNVS: Enhancing Novel View Synthesis from Blurry Images via Spike Camera
**Authors**: Gaole Dai, Zhenyu Wang, Qinwen Xu, Ming Lu, Wen Chen, Boxin Shi, Shanghang Zhang, Tiejun HuangAbstract
One of the most critical factors in achieving sharp Novel View Synthesis (NVS) using neural field methods like Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) is the quality of the training images. However, Conventional RGB cameras are susceptible to motion blur. In contrast, neuromorphic cameras like event and spike cameras inherently capture more comprehensive temporal information, which can provide a sharp representation of the scene as additional training data. Recent methods have explored the integration of event cameras to improve the quality of NVS. The event-RGB approaches have some limitations, such as high training costs and the inability to work effectively in the background. Instead, our study introduces a new method that uses the spike camera to overcome these limitations. By considering texture reconstruction from spike streams as ground truth, we design the Texture from Spike (TfS) loss. Since the spike camera relies on temporal integration instead of temporal differentiation used by event cameras, our proposed TfS loss maintains manageable training costs. It handles foreground objects with backgrounds simultaneously. We also provide a real-world dataset captured with our spike-RGB camera system to facilitate future research endeavors. We conduct extensive experiments using synthetic and real-world datasets to demonstrate that our design can enhance novel view synthesis across NeRF and 3DGS.[π Paper](https://arxiv.org/pdf/2404.06710)
### 21. [CVPR '24] SplatPose & Detect: Pose-Agnostic 3D Anomaly Detection
**Authors**: Mathis Kruse, Marco Rudolph, Dominik Woiwode, Bodo RosenhahnAbstract
Detecting anomalies in images has become a well-explored problem in both academia and industry. State-of-the-art algorithms are able to detect defects in increasingly difficult settings and data modalities. However, most current methods are not suited to address 3D objects captured from differing poses. While solutions using Neural Radiance Fields (NeRFs) have been proposed, they suffer from excessive computation requirements, which hinder real-world usability. For this reason, we propose the novel 3D Gaussian splatting-based framework SplatPose which, given multi-view images of a 3D object, accurately estimates the pose of unseen views in a differentiable manner, and detects anomalies in them. We achieve state-of-the-art results in both training and inference speed, and detection performance, even when using less training data than competing methods. We thoroughly evaluate our framework using the recently proposed Pose-agnostic Anomaly Detection benchmark and its multi-pose anomaly detection (MAD) data set.[π Paper](https://arxiv.org/pdf/2404.06832) | [π» Code](https://github.com/m-kruse98/SplatPose)
### 22. Reinforcement Learning with Generalizable Gaussian Splatting
**Authors**: Jiaxu Wang, Qiang Zhang, Jingkai Sun, Jiahang Cao, Yecheng Shao, Renjing XuAbstract
An excellent representation is crucial for reinforcement learning (RL) performance, especially in vision-based reinforcement learning tasks. The quality of the environment representation directly influences the achievement of the learning task. Previous vision-based RL typically uses explicit or implicit ways to represent environments, such as images, points, voxels, and neural radiance fields. However, these representations contain several drawbacks. They cannot either describe complex local geometries or generalize well to unseen scenes, or require precise foreground masks. Moreover, these implicit neural representations are akin to a ``black box", significantly hindering interpretability. 3D Gaussian Splatting (3DGS), with its explicit scene representation and differentiable rendering nature, is considered a revolutionary change for reconstruction and representation methods. In this paper, we propose a novel Generalizable Gaussian Splatting framework to be the representation of RL tasks, called GSRL. Through validation in the RoboMimic environment, our method achieves better results than other baselines in multiple tasks, improving the performance by 10%, 44%, and 15% compared with baselines on the hardest task. This work is the first attempt to leverage generalizable 3DGS as a representation for RL.[π Paper](https://arxiv.org/pdf/2404.07950)
### 23. DarkGS: Learning Neural Illumination and 3D Gaussians Relighting for Robotic Exploration in the Dark
**Authors**: Tianyi Zhang, Kaining Huang, Weiming Zhi, Matthew Johnson-RobersonAbstract
Humans have the remarkable ability to construct consistent mental models of an environment, even under limited or varying levels of illumination. We wish to endow robots with this same capability. In this paper, we tackle the challenge of constructing a photorealistic scene representation under poorly illuminated conditions and with a moving light source. We approach the task of modeling illumination as a learning problem, and utilize the developed illumination model to aid in scene reconstruction. We introduce an innovative framework that uses a data-driven approach, Neural Light Simulators (NeLiS), to model and calibrate the camera-light system. Furthermore, we present DarkGS, a method that applies NeLiS to create a relightable 3D Gaussian scene model capable of real-time, photorealistic rendering from novel viewpoints. We show the applicability and robustness of our proposed simulator and system in a variety of real-world environments.
[π Paper](https://arxiv.org/pdf/2403.10814) | [π» Code](https://github.com/tyz1030/darkgs) | [π₯ Short Presentation](https://www.linkedin.com/posts/tianyi-zhang-396b0a186_darkgs-building-3d-gaussians-with-a-torch-activity-7197672371393019905-iY2-?utm_source=share&utm_medium=member_desktop) | [π₯ Short Presentation (Bilibili)](https://www.bilibili.com/video/BV1Euu4eqEtN/?vd_source=ccc6b1a36055375ca812070948900795#reply222119730496)### 24. Adversarial Generation of Hierarchical Gaussians for 3d Generative Model
**Authors**: Sangeek Hyun, Jae-Pil HeoAbstract
Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a naΓ―ve generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability.
[π Paper](https://arxiv.org/abs/2406.02968) | [π Project Page](https://hse1032.github.io/gsgan)## 2023:
### 1. FisherRF: Active View Selection and Uncertainty Quantification for Radiance Fields using Fisher Information
**Authors**: Wen Jiang, Boshu Lei, Kostas DaniilidisAbstract
This study addresses the challenging problem of active view selection and uncertainty quantification within the domain of Radiance Fields. Neural Radiance Fields (NeRF) have greatly advanced image rendering and reconstruction, but the limited availability of 2D images poses uncertainties stemming from occlusions, depth ambiguities, and imaging errors. Efficiently selecting informative views becomes crucial, and quantifying NeRF model uncertainty presents intricate challenges. Existing approaches either depend on model architecture or are based on assumptions regarding density distributions that are not generally applicable. By leveraging Fisher Information, we efficiently quantify observed information within Radiance Fields without ground truth data. This can be used for the next best view selection and pixel-wise uncertainty quantification. Our method overcomes existing limitations on model architecture and effectiveness, achieving state-of-the-art results in both view selection and uncertainty quantification, demonstrating its potential to advance the field of Radiance Fields. Our method with the 3D Gaussian Splatting backend could perform view selections at 70 fps.[π Paper](https://arxiv.org/pdf/2311.17874.pdf) | [π Project Page](https://jiangwenpl.github.io/FisherRF/) | [π» Code](https://github.com/JiangWenPL/FisherRF)
### 2. Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering
**Authors**: Yurui Chen, Chun Gu, Junzhe Jiang, Xiatian Zhu, Li ZhangAbstract
Modeling dynamic, large-scale urban scenes is challenging due to their highly intricate geometric structures and unconstrained dynamics in both space and time. Prior methods often employ high-level architectural priors, separating static and dynamic elements, resulting in suboptimal capture of their synergistic interactions. To address this challenge, we present a unified representation model, called Periodic Vibration Gaussian (PVG). PVG builds upon the efficient 3D Gaussian splatting technique, originally designed for static scene representation, by introducing periodic vibration-based temporal dynamics. This innovation enables PVG to elegantly and uniformly represent the characteristics of various objects and elements in dynamic urban scenes. To enhance temporally coherent representation learning with sparse training data, we introduce a novel flow-based temporal smoothing mechanism and a position-aware adaptive control strategy. Extensive experiments on Waymo Open Dataset and KITTI benchmarks demonstrate that PVG surpasses state-of-the-art alternatives in both reconstruction and novel view synthesis for both dynamic and static scenes. Notably, PVG achieves this without relying on manually labeled object bounding boxes or expensive optical flow estimation. Moreover, PVG exhibits 50/6000-fold acceleration in training/rendering over the best alternative.[π Paper](https://arxiv.org/pdf/2311.18561.pdf) | [π Project Page](https://fudan-zvg.github.io/PVG/) | [π» Code (not yet)](https://github.com/fudan-zvg/PVG)
### 3. MANUS: Markerless Hand-Object Grasp Capture using Articulated 3D Gaussians
**Authors**: Chandradeep Pokhariya, Ishaan N Shah, Angela Xing, Zekun Li, Kefan Chen, Avinash Sharma, Srinath SridharAbstract
Understanding how we grasp objects with our hands has important applications in areas like robotics and mixed reality. However, this challenging problem requires accurate modeling of the contact between hands and objects. To capture grasps, existing methods use skeletons, meshes, or parametric models that can cause misalignments resulting in inaccurate contacts. We present MANUS, a method for Markerless Hand-Object Grasp Capture using Articulated 3D Gaussians. We build a novel articulated 3D Gaussians representation that extends 3D Gaussian splatting for high-fidelity representation of articulating hands. Since our representation uses Gaussian primitives, it enables us to efficiently and accurately estimate contacts between the hand and the object. For the most accurate results, our method requires tens of camera views that current datasets do not provide. We therefore build MANUS-Grasps, a new dataset that contains hand-object grasps viewed from 53 cameras across 30+ scenes, 3 subjects, and comprising over 7M frames. In addition to extensive qualitative results, we also show that our method outperforms others on a quantitative contact evaluation method that uses paint transfer from the object to the hand.[π Paper](https://arxiv.org/pdf/2312.02137.pdf)
### 4. [CVPR '24] Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers
**Authors**: Zi-Xin Zou, Zhipeng Yu, Yuan-Chen Guo, Yangguang Li, Ding Liang, Yan-Pei Cao, Song-Hai ZhangAbstract
Recent advancements in 3D reconstruction from single images have been driven by the evolution of generative models. Prominent among these are methods based on Score Distillation Sampling (SDS) and the adaptation of diffusion models in the 3D domain. Despite their progress, these techniques often face limitations due to slow optimization or rendering processes, leading to extensive training and optimization times. In this paper, we introduce a novel approach for single-view reconstruction that efficiently generates a 3D model from a single image via feed-forward inference. Our method utilizes two transformer-based networks, namely a point decoder and a triplane decoder, to reconstruct 3D objects using a hybrid Triplane-Gaussian intermediate representation. This hybrid representation strikes a balance, achieving a faster rendering speed compared to implicit representations while simultaneously delivering superior rendering quality than explicit representations. The point decoder is designed for generating point clouds from single images, offering an explicit representation which is then utilized by the triplane decoder to query Gaussian features for each point. This design choice addresses the challenges associated with directly regressing explicit 3D Gaussian attributes characterized by their non-structural nature. Subsequently, the 3D Gaussians are decoded by an MLP to enable rapid rendering through splatting. Both decoders are built upon a scalable, transformer-based architecture and have been efficiently trained on large-scale 3D datasets. The evaluations conducted on both synthetic datasets and real-world images demonstrate that our method not only achieves higher quality but also ensures a faster runtime in comparison to previous state-of-the-art techniques.[π Paper](https://arxiv.org/pdf/2312.09147.pdf) | [π Project Page](https://zouzx.github.io/TriplaneGaussian/) | [π» Code](https://github.com/VAST-AI-Research/TriplaneGaussian)
### 5. Mathematical Supplement for the gsplat Library
**Authors**: Vickie Ye, Angjoo KanazawaAbstract
This report provides the mathematical details of the gsplat library, a modular toolbox for efficient differentiable Gaussian splatting, as proposed by Kerbl et al. It provides a self-contained reference for the computations involved in the forward and backward passes of differentiable Gaussian splatting. To facilitate practical usage and development, we provide a user friendly Python API that exposes each component of the forward and backward passes in rasterization of [gsplat](https://github.com/nerfstudio-project/gsplat).[π Paper](https://arxiv.org/pdf/2312.02121.pdf)
### 6. PEGASUS: Physically Enhanced Gaussian Splatting Simulation System for 6DOF Object Pose Dataset Generation
**Authors**: Lukas Meyer, Floris Erich, Yusuke Yoshiyasu, Marc Stamminger, Noriaki Ando, Yukiyasu DomaeAbstract
Modeling dynamic, large-scale urban scenes is challenging due to their highly intricate geometric structures and unconstrained dynamics in both space and time. Prior methods often employ high-level architectural priors, separating static and dynamic elements, resulting in suboptimal capture of their synergistic interactions. To address this challenge, we present a unified representation model, called Periodic Vibration Gaussian (PVG). PVG builds upon the efficient 3D Gaussian splatting technique, originally designed for static scene representation, by introducing periodic vibration-based temporal dynamics. This innovation enables PVG to elegantly and uniformly represent the characteristics of various objects and elements in dynamic urban scenes. To enhance temporally coherent representation learning with sparse training data, we introduce a novel flow-based temporal smoothing mechanism and a position-aware adaptive control strategy. Extensive experiments on Waymo Open Dataset and KITTI benchmarks demonstrate that PVG surpasses state-of-the-art alternatives in both reconstruction and novel view synthesis for both dynamic and static scenes. Notably, PVG achieves this without relying on manually labeled object bounding boxes or expensive optical flow estimation. Moreover, PVG exhibits 50/6000-fold acceleration in training/rendering over the best alternative.[π Paper](https://arxiv.org/pdf/2401.02281.pdf) | [π Project Page](https://meyerls.github.io/pegasus_web/) | [π» Code (not yet)](https://github.com/meyerls/PEGASUS)
## Regularization and Optimization:
## 2024:
### 1. DISTWAR: Fast Differentiable Rendering on Raster-based Rendering Pipelines
**Authors**: Sankeerth Durvasula, Adrian Zhao, Fan Chen, Ruofan Liang, Pawan Kumar Sanjaya, Nandita VijaykumarAbstract
Differentiable rendering is a technique used in an important emerging class of visual computing applications that involves representing a 3D scene as a model that is trained from 2D images using gradient descent. Recent works (e.g. 3D Gaussian Splatting) use a rasterization pipeline to enable rendering high quality photo-realistic imagery at high speeds from these learned 3D models. These methods have been demonstrated to be very promising, providing state-of-art quality for many important tasks. However, training a model to represent a scene is still a time-consuming task even when using powerful GPUs. In this work, we observe that the gradient computation phase during training is a significant bottleneck on GPUs due to the large number of atomic operations that need to be processed. These atomic operations overwhelm atomic units in the L2 partitions causing stalls. To address this challenge, we leverage the observations that during the gradient computation: (1) for most warps, all threads atomically update the same memory locations; and (2) warps generate varying amounts of atomic traffic (since some threads may be inactive). We propose DISTWAR, a software-approach to accelerate atomic operations based on two key ideas: First, we enable warp-level reduction of threads at the SM sub-cores using registers to leverage the locality in intra-warp atomic updates. Second, we distribute the atomic computation between the warp-level reduction at the SM and the L2 atomic units to increase the throughput of atomic computation. Warps with many threads performing atomic updates to the same memory locations are scheduled at the SM, and the rest using L2 atomic units. We implement DISTWAR using existing warp-level primitives. We evaluate DISTWAR on widely used raster-based differentiable rendering workloads. We demonstrate significant speedups of 2.44x on average (up to 5.7x).[π Paper](https://arxiv.org/pdf/2401.05345.pdf)
### 2. [CVPR '24] FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization
**Authors**: Jiahui Zhang, Fangneng Zhan, Muyu Xu, Shijian Lu, Eric XingAbstract
3D Gaussian splatting has achieved very impressive performance in real-time novel view synthesis. However, it often suffers from over-reconstruction during Gaussian densification where high-variance image regions are covered by a few large Gaussians only, leading to blur and artifacts in the rendered images. We design a progressive frequency regularization (FreGS) technique to tackle the over-reconstruction issue within the frequency space. Specifically, FreGS performs coarse-to-fine Gaussian densification by exploiting low-to-high frequency components that can be easily extracted with low-pass and high-pass filters in the Fourier space. By minimizing the discrepancy between the frequency spectrum of the rendered image and the corresponding ground truth, it achieves high-quality Gaussian densification and alleviates the over-reconstruction of Gaussian splatting effectively. Experiments over multiple widely adopted benchmarks (e.g., Mip-NeRF360, Tanks-and-Temples and Deep Blending) show that FreGS achieves superior novel view synthesis and outperforms the state-of-the-art consistently.[π Paper](https://arxiv.org/pdf/2403.06908.pdf)
### 3. RAIN-GS: Relaxing Accurate Initialization Constraint for 3D Gaussian Splatting
**Authors**: Jaewoo Jung, Jisang Han, Honggyu An, Jiwon Kang, Seonghoon Park, Seungryong KimAbstract
3D Gaussian splatting (3DGS) has recently demonstrated impressive capabilities in real-time novel view synthesis and 3D reconstruction. However, 3DGS heavily depends on the accurate initialization derived from Structure-from-Motion (SfM) methods. When trained with randomly initialized point clouds, 3DGS often fails to maintain its ability to produce high-quality images, undergoing large performance drops of 4-5 dB in PSNR in general. Through extensive analysis of SfM initialization in the frequency domain and analysis of a 1D regression task with multiple 1D Gaussians, we propose a novel optimization strategy dubbed RAIN-GS (Relaxing Accurate INitialization Constraint for 3D Gaussian Splatting) that successfully trains 3D Gaussians from randomly initialized point clouds. We show the effectiveness of our strategy through quantitative and qualitative comparisons on standard datasets, largely improving the performance in all settings.[π Paper](https://arxiv.org/pdf/2403.09413) | [π Project Page](https://ku-cvlab.github.io/RAIN-GS/) | [π» Code](https://github.com/KU-CVLAB/RAIN-GS)
### 4. A New Split Algorithm for 3D Gaussian Splatting
**Authors**: Qiyuan Feng, Gengchen Cao, Haoxiang Chen, Tai-Jiang Mu, Ralph R. Martin, Shi-Min HuAbstract
3D Gaussian splatting models, as a novel explicit 3D representation, have been applied in many domains recently, such as explicit geometric editing and geometry generation. Progress has been rapid. However, due to their mixed scales and cluttered shapes, 3D Gaussian splatting models can produce a blurred or needle-like effect near the surface. At the same time, 3D Gaussian splatting models tend to flatten large untextured regions, yielding a very sparse point cloud. These problems are caused by the non-uniform nature of 3D Gaussian splatting models, so in this paper, we propose a new 3D Gaussian splitting algorithm, which can produce a more uniform and surface-bounded 3D Gaussian splatting model. Our algorithm splits an N-dimensional Gaussian into two N-dimensional Gaussians. It ensures consistency of mathematical characteristics and similarity of appearance, allowing resulting 3D Gaussian splatting models to be more uniform and a better fit to the underlying surface, and thus more suitable for explicit editing, point cloud extraction and other tasks. Meanwhile, our 3D Gaussian splitting approach has a very simple closed-form solution, making it readily applicable to any 3D Gaussian model.[π Paper](https://arxiv.org/pdf/2403.09143)
### 5. Revising Densification in Gaussian Splatting
**Authors**: Samuel Rota BulΓ², Lorenzo Porzi, Peter KontschiederAbstract
In this paper, we address the limitations of Adaptive Density Control (ADC) in 3D Gaussian Splatting (3DGS), a scene representation method achieving high-quality, photorealistic results for novel view synthesis. ADC has been introduced for automatic 3D point primitive management, controlling densification and pruning, however, with certain limitations in the densification logic. Our main contribution is a more principled, pixel-error driven formulation for density control in 3DGS, leveraging an auxiliary, per-pixel error function as the criterion for densification. We further introduce a mechanism to control the total number of primitives generated per scene and correct a bias in the current opacity handling strategy of ADC during cloning operations. Our approach leads to consistent quality improvements across a variety of benchmark scenes, without sacrificing the method's efficiency.[π Paper](https://arxiv.org/pdf/2404.06109)
## 2023:
### 1. [CVPRW '24] Depth-Regularized Optimization for 3D Gaussian Splatting in Few-Shot Images
**Authors**: Jaeyoung Chung, Jeongtaek Oh, Kyoung Mu LeeAbstract
In this paper, we present a method to optimize Gaussian splatting with a limited number of images while avoiding overfitting. Representing a 3D scene by combining numerous Gaussian splats has yielded outstanding visual quality. However, it tends to overfit the training views when only a small number of images are available. To address this issue, we introduce a dense depth map as a geometry guide to mitigate overfitting. We obtained the depth map using a pre-trained monocular depth estimation model and aligning the scale and offset using sparse COLMAP feature points. The adjusted depth aids in the color-based optimization of 3D Gaussian splatting, mitigating floating artifacts, and ensuring adherence to geometric constraints. We verify the proposed method on the NeRF-LLFF dataset with varying numbers of few images. Our approach demonstrates robust geometry compared to the original method that relies solely on images.[π Paper](https://arxiv.org/pdf/2311.13398.pdf) | [π Project Page](https://robot0321.github.io/DepthRegGS/index.html) | [π» Code](https://github.com/robot0321/DepthRegularizedGS)
### 2. EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS
**Authors**: Sharath Girish, Kamal Gupta, Abhinav ShrivastavaAbstract
Recently, 3D Gaussian splatting (3D-GS) has gained popularity in novel-view scene synthesis. It addresses the challenges of lengthy training times and slow rendering speeds associated with Neural Radiance Fields (NeRFs). Through rapid, differentiable rasterization of 3D Gaussians, 3D-GS achieves real-time rendering and accelerated training. They, however, demand substantial memory resources for both training and storage, as they require millions of Gaussians in their point cloud representation for each scene. We present a technique utilizing quantized embeddings to significantly reduce memory storage requirements and a coarse-to-fine training strategy for a faster and more stable optimization of the Gaussian point clouds. Our approach results in scene representations with fewer Gaussians and quantized representations, leading to faster training times and rendering speeds for real-time rendering of high resolution scenes. We reduce memory by more than an order of magnitude all while maintaining the reconstruction quality. We validate the effectiveness of our approach on a variety of datasets and scenes preserving the visual quality while consuming 10-20x less memory and faster training/inference speed.[π Paper](https://arxiv.org/pdf/2312.04564.pdf) | [π Project Page](https://efficientgaussian.github.io/) | [π» Code](https://github.com/Sharath-girish/efficientgaussian)
### 3. [CVPR '24] COLMAP-Free 3D Gaussian Splatting
**Authors**: Yang Fu, Sifei Liu, Amey Kulkarni, Jan Kautz, Alexei A. Efros, Xiaolong WangAbstract
While neural rendering has led to impressive advances in scene reconstruction and novel view synthesis, it relies heavily on accurately pre-computed camera poses. To relax this constraint, multiple efforts have been made to train Neural Radiance Fields (NeRFs) without pre-processed camera poses. However, the implicit representations of NeRFs provide extra challenges to optimize the 3D structure and camera poses at the same time. On the other hand, the recently proposed 3D Gaussian Splatting provides new opportunities given its explicit point cloud representations. This paper leverages both the explicit geometric representation and the continuity of the input video stream to perform novel view synthesis without any SfM preprocessing. We process the input frames in a sequential manner and progressively grow the 3D Gaussians set by taking one input frame at a time, without the need to pre-compute the camera poses. Our method significantly improves over previous approaches in view synthesis and camera pose estimation under large motion changes.[π Paper](https://arxiv.org/pdf/2312.07504.pdf) | [π Project Page](https://oasisyang.github.io/colmap-free-3dgs/) | [π» Code (not yet)]() | [π₯ Short Presentation](https://youtu.be/IJtnx4keJvg)
### 4. iComMa: Inverting 3D Gaussians Splatting for Camera Pose Estimation via Comparing and Matching
**Authors**: Yuan Sun, Xuan Wang, Yunfan Zhang, Jie Zhang, Caigui Jiang, Yu Guo, Fei WangAbstract
We present a method named iComMa to address the 6D pose estimation problem in computer vision. The conventional pose estimation methods typically rely on the target's CAD model or necessitate specific network training tailored to particular object classes. Some existing methods address mesh-free 6D pose estimation by employing the inversion of a Neural Radiance Field (NeRF), aiming to overcome the aforementioned constraints. However, it still suffers from adverse initializations. By contrast, we model the pose estimation as the problem of inverting the 3D Gaussian Splatting (3DGS) with both the comparing and matching loss. In detail, a render-and-compare strategy is adopted for the precise estimation of poses. Additionally, a matching module is designed to enhance the model's robustness against adverse initializations by minimizing the distances between 2D keypoints. This framework systematically incorporates the distinctive characteristics and inherent rationale of render-and-compare and matching-based approaches. This comprehensive consideration equips the framework to effectively address a broader range of intricate and challenging scenarios, including instances with substantial angular deviations, all while maintaining a high level of prediction accuracy. Experimental results demonstrate the superior precision and robustness of our proposed jointly optimized framework when evaluated on synthetic and complex real-world data in challenging scenarios.[π Paper](https://arxiv.org/pdf/2312.09031.pdf) | [π» Code](https://github.com/YuanSun-XJTU/iComMa)
## Rendering:
## 2024:
### 1. [CVPR '24] Gaussian Shadow Casting for Neural Characters
**Authors**: Luis Bolanos, Shih-Yang Su, Helge RhodinAbstract
Neural character models can now reconstruct detailed geometry and texture from video, but they lack explicit shadows and shading, leading to artifacts when generating novel views and poses or during relighting. It is particularly difficult to include shadows as they are a global effect and the required casting of secondary rays is costly. We propose a new shadow model using a Gaussian density proxy that replaces sampling with a simple analytic formula. It supports dynamic motion and is tailored for shadow computation, thereby avoiding the affine projection approximation and sorting required by the closely related Gaussian splatting. Combined with a deferred neural rendering model, our Gaussian shadows enable Lambertian shading and shadow casting with minimal overhead. We demonstrate improved reconstructions, with better separation of albedo, shading, and shadows in challenging outdoor scenes with direct sun light and hard shadows. Our method is able to optimize the light direction without any input from the user. As a result, novel poses have fewer shadow artifacts and relighting in novel scenes is more realistic compared to the state-of-the-art methods, providing new ways to pose neural characters in novel environments, increasing their applicability.[π Paper](https://arxiv.org/pdf/2401.06116.pdf)
### 2. Optimal Projection for 3D Gaussian Splatting
**Authors**: Letian Huang, Jiayang Bai, Jie Guo, Yanwen GuoAbstract
3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance , and robustness in sparse viewpoints , leading to various improvements. However, there has been a notable lack of attention to the projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function Ο. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.[π Paper](https://browse.arxiv.org/pdf/2402.00752.pdf)
### 3. 360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
**Authors**: Letian Huang, Jiayang Bai, Jie Guo, Yanwen GuoAbstract
3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of 360β images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360β Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.[π Paper](https://browse.arxiv.org/pdf/2402.00763.pdf)
### 4. StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering
**Authors**: Lukas Radl, Michael Steiner, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus SteinbergerAbstract
Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single view-space depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements.[π Paper](arxiv.org/pdf/2402.00525.pdf) | [π Project Page](https://r4dl.github.io/StopThePop/) | [π» Code](https://github.com/r4dl/StopThePop) | [π₯ Short Presentation](https://youtu.be/EmcXtHYhigk)
### 5. [CVPR '24] GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering
**Authors**: Abdullah Hamdi, Luke Melas-Kyriazi, Guocheng Qian, Jinjie Mai, Ruoshi Liu, Carl Vondrick, Bernard Ghanem, Andrea VedaldiAbstract
Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes.
It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%.[π Paper](https://arxiv.org/pdf/2402.10128.pdf) | [π Project Page](https://abdullahamdi.com/ges/) | [π» Code](https://github.com/ajhamdi/ges-splatting) | [π₯ Presentation](https://youtu.be/edSvNy3roV8?si=VGncH7op1OfqkEtx)
### 6. Identifying Unnecessary 3D Gaussians using Clustering for Fast Rendering of 3D Gaussian Splatting
**Authors**: Joongho Jo, Hyeongwon Kim, Jongsun ParkAbstract
3D Gaussian splatting (3D-GS) is a new rendering approach that outperforms the neural radiance field (NeRF) in terms of both speed and image quality. 3D-GS represents 3D scenes by utilizing millions of 3D Gaussians and projects these Gaussians onto the 2D image plane for rendering. However, during the rendering process, a substantial number of unnecessary 3D Gaussians exist for the current view direction, resulting in significant computation costs associated with their identification. In this paper, we propose a computational reduction technique that quickly identifies unnecessary 3D Gaussians in real-time for rendering the current view without compromising image quality. This is accomplished through the offline clustering of 3D Gaussians that are close in distance, followed by the projection of these clusters onto a 2D image plane during runtime. Additionally, we analyze the bottleneck associated with the proposed technique when executed on GPUs and propose an efficient hardware architecture that seamlessly supports the proposed scheme. For the Mip-NeRF360 dataset, the proposed technique excludes 63% of 3D Gaussians on average before the 2D image projection, which reduces the overall rendering computation by almost 38.3% without sacrificing peak-signal-to-noise-ratio (PSNR). The proposed accelerator also achieves a speedup of 10.7x compared to a GPU.[π Paper](https://arxiv.org/pdf/2402.13827.pdf)
### 7. GaussianPro: 3D Gaussian Splatting with Progressive Propagation
**Authors**: Kai Cheng, Xiaoxiao Long, Kaizhi Yang, Yao Yao, Wei Yin, Yuexin Ma, Wenping Wang, Xuejin ChenAbstract
The advent of 3D Gaussian Splatting (3DGS) has recently brought about a revolution in the field of neural rendering, facilitating high-quality renderings at real-time speed. However, 3DGS heavily depends on the initialized point cloud produced by Structure-from-Motion (SfM) techniques. When tackling with large-scale scenes that unavoidably contain texture-less surfaces, the SfM techniques always fail to produce enough points in these surfaces and cannot provide good initialization for 3DGS. As a result, 3DGS suffers from difficult optimization and low-quality renderings. In this paper, inspired by classical multi-view stereo (MVS) techniques, we propose GaussianPro, a novel method that applies a progressive propagation strategy to guide the densification of the 3D Gaussians. Compared to the simple split and clone strategies used in 3DGS, our method leverages the priors of the existing reconstructed geometries of the scene and patch matching techniques to produce new Gaussians with accurate positions and orientations. Experiments on both large-scale and small-scale scenes validate the effectiveness of our method, where our method significantly surpasses 3DGS on the Waymo dataset, exhibiting an improvement of 1.15dB in terms of PSNR.[π Paper](https://arxiv.org/pdf/2402.14650.pdf) | [π Project Page](https://kcheng1021.github.io/gaussianpro.github.io/) | [π» Code](https://github.com/kcheng1021/GaussianPro)
### 8. Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
**Authors**: Ziyi Yang, Xinyu Gao, Yangtian Sun, Yihua Huang, Xiaoyang Lyu, Wen Zhou, Shaohui Jiao, Xiaojuan Qi, Xiaogang JinAbstract
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.[π Paper](https://arxiv.org/pdf/2402.15870.pdf)
### 9. [CVPR '24] VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction
**Authors**: Jiaqi Lin, Zhihao Li, Xiao Tang, Jianzhuang Liu, Shiyong Liu, Jiayue Liu, Yangdi Lu, Xiaofei Wu, Songcen Xu, Youliang Yan, Wenming YangAbstract
Existing NeRF-based methods for large scene reconstruction often have limitations in visual quality and rendering speed. While the recent 3D Gaussian Splatting works well on small-scale and object-centric scenes, scaling it up to large scenes poses challenges due to limited video memory, long optimization time, and noticeable appearance variations. To address these challenges, we present VastGaussian, the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting. We propose a progressive partitioning strategy to divide a large scene into multiple cells, where the training cameras and point cloud are properly distributed with an airspace-aware visibility criterion. These cells are merged into a complete scene after parallel optimization. We also introduce decoupled appearance modeling into the optimization process to reduce appearance variations in the rendered images. Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets, enabling fast optimization and high-fidelity real-time rendering.[π Paper](https://arxiv.org/pdf/2402.17427.pdf) | [π Project Page](https://vastgaussian.github.io/) | [π» Code](https://github.com/kangpeilun/VastGaussian)
### 10. 3D Gaussian Model for Animation and Texturing
**Authors**: Xiangzhi Eric Wang, Zackary P. T. SinAbstract
3D Gaussian Splatting has made a marked impact on neural rendering by achieving impressive fidelity and performance. Despite this achievement, however, it is not readily applicable to developing interactive applications. Real-time applications like XR apps and games require functions such as animation, UV-mapping, and model editing simultaneously manipulated through the usage of a 3D model. We propose a modeling that is analogous to typical 3D models, which we call 3D Gaussian Model (3DGM); it provides a manipulatable proxy for novel animation and texture transfer. By binding the 3D Gaussians in texture space and re-projecting them back to world space through implicit shell mapping, we show how our 3D modeling can serve as a valid rendering methodology for interactive applications. It is further noted that recently, 3D mesh reconstruction works have been able to produce high-quality mesh for rendering. Our work, on the other hand, only requires an approximated geometry for rendering an object in high fidelity. Applicationwise, we will show that our proxy-based 3DGM is capable of driving novel animation without animated training data and texture transferring via UV mapping of the 3D Gaussians. We believe the result indicates the potential of our work for enabling interactive applications for 3D Gaussian Splatting.[π Paper](https://arxiv.org/pdf/2402.19441.pdf)
### 11. BAGS: Blur Agnostic Gaussian Splatting through Multi-Scale Kernel Modeling
**Authors**: Cheng Peng, Yutao Tang, Yifan Zhou, Nengyu Wang, Xijun Liu, Deming Li, Rama ChellappaAbstract
Recent efforts in using 3D Gaussians for scene reconstruction and novel view synthesis can achieve impressive results on curated benchmarks; however, images captured in real life are often blurry. In this work, we analyze the robustness of Gaussian-Splatting-based methods against various image blur, such as motion blur, defocus blur, downscaling blur, \etc. Under these degradations, Gaussian-Splatting-based methods tend to overfit and produce worse results than Neural-Radiance-Field-based methods. To address this issue, we propose Blur Agnostic Gaussian Splatting (BAGS). BAGS introduces additional 2D modeling capacities such that a 3D-consistent and high quality scene can be reconstructed despite image-wise blur. Specifically, we model blur by estimating per-pixel convolution kernels from a Blur Proposal Network (BPN). BPN is designed to consider spatial, color, and depth variations of the scene to maximize modeling capacity. Additionally, BPN also proposes a quality-assessing mask, which indicates regions where blur occur. Finally, we introduce a coarse-to-fine kernel optimization scheme; this optimization scheme is fast and avoids sub-optimal solutions due to a sparse point cloud initialization, which often occurs when we apply Structure-from-Motion on blurry images. We demonstrate that BAGS achieves photorealistic renderings under various challenging blur conditions and imaging geometry, while significantly improving upon existing approaches.[π Paper](https://arxiv.org/pdf/2403.04926.pdf) | [π» Code](https://github.com/snldmt/BAGS)
### 12. StyleGaussian: Instant 3D Style Transfer with Gaussian Splatting
**Authors**: Kunhao Liu, Fangneng Zhan, Muyu Xu, Christian Theobalt, Ling Shao, Shijian LuAbstract
We introduce StyleGaussian, a novel 3D style transfer technique that allows instant transfer of any image's style to a 3D scene at 10 frames per second (fps). Leveraging 3D Gaussian Splatting (3DGS), StyleGaussian achieves style transfer without compromising its real-time rendering ability and multi-view consistency. It achieves instant style transfer with three steps: embedding, transfer, and decoding. Initially, 2D VGG scene features are embedded into reconstructed 3D Gaussians. Next, the embedded features are transformed according to a reference style image. Finally, the transformed features are decoded into the stylized RGB. StyleGaussian has two novel designs. The first is an efficient feature rendering strategy that first renders low-dimensional features and then maps them into high-dimensional features while embedding VGG features. It cuts the memory consumption significantly and enables 3DGS to render the high-dimensional memory-intensive features. The second is a K-nearest-neighbor-based 3D CNN. Working as the decoder for the stylized features, it eliminates the 2D CNN operations that compromise strict multi-view consistency. Extensive experiments show that StyleGaussian achieves instant 3D stylization with superior stylization quality while preserving real-time rendering and strict multi-view consistency.[π Paper](https://arxiv.org/pdf/2403.07807.pdf) | [π Project Page](https://kunhao-liu.github.io/StyleGaussian/) | [π» Code](https://github.com/Kunhao-Liu/StyleGaussian)
### 13. Gaussian Splatting in Style
**Authors**: Abhishek Saroha, Mariia Gladkova, Cecilia Curreli, Tarun Yenamandra, Daniel CremersAbstract
Scene stylization extends the work of neural style transfer to three spatial dimensions. A vital challenge in this problem is to maintain the uniformity of the stylized appearance across a multi-view setting. A vast majority of the previous works achieve this by optimizing the scene with a specific style image. In contrast, we propose a novel architecture trained on a collection of style images, that at test time produces high quality stylized novel views. Our work builds up on the framework of 3D Gaussian splatting. For a given scene, we take the pretrained Gaussians and process them using a multi resolution hash grid and a tiny MLP to obtain the conditional stylised views. The explicit nature of 3D Gaussians give us inherent advantages over NeRF-based methods including geometric consistency, along with having a fast training and rendering regime. This enables our method to be useful for vast practical use cases such as in augmented or virtual reality applications. Through our experiments, we show our methods achieve state-of-the-art performance with superior visual quality on various indoor and outdoor real-world data.[π Paper](https://arxiv.org/pdf/2403.08498)
### 14. BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splatting
**Authors**: Lingzhe Zhao, Peng Wang, Peidong LiuAbstract
While neural rendering has demonstrated impressive capabilities in 3D scene reconstruction and novel view synthesis, it heavily relies on high-quality sharp images and accurate camera poses. Numerous approaches have been proposed to train Neural Radiance Fields (NeRF) with motion-blurred images, commonly encountered in real-world scenarios such as low-light or long-exposure conditions. However, the implicit representation of NeRF struggles to accurately recover intricate details from severely motion-blurred images and cannot achieve real-time rendering. In contrast, recent advancements in 3D Gaussian Splatting achieve high-quality 3D scene reconstruction and real-time rendering by explicitly optimizing point clouds into 3D Gaussians. In this paper, we introduce a novel approach, named BAD-Gaussians (Bundle Adjusted Deblur Gaussian Splatting), which leverages explicit Gaussian representation and handles severe motion-blurred images with inaccurate camera poses to achieve high-quality scene reconstruction. Our method models the physical image formation process of motion-blurred images and jointly learns the parameters of Gaussians while recovering camera motion trajectories during exposure time. In our experiments, we demonstrate that BAD-Gaussians not only achieves superior rendering quality compared to previous state-of-the-art deblur neural rendering methods on both synthetic and real datasets but also enables real-time rendering capabilities.[π Paper](https://arxiv.org/pdf/2403.11831.pdf) | [π Project Page](https://lingzhezhao.github.io/BAD-Gaussians/) | [π» Code](https://github.com/WU-CVGL/BAD-Gaussians/)
### 15. SWAG: Splatting in the Wild images with Appearance-conditioned Gaussians
**Authors**: Hiba Dahmani, Moussab Bennehar, Nathan Piasco, Luis Roldao, Dzmitry TsishkouAbstract
Implicit neural representation methods have shown impressive advancements in learning 3D scenes from unstructured in-the-wild photo collections but are still limited by the large computational cost of volumetric rendering. More recently, 3D Gaussian Splatting emerged as a much faster alternative with superior rendering quality and training efficiency, especially for small-scale and object-centric scenarios. Nevertheless, this technique suffers from poor performance on unstructured in-the-wild data. To tackle this, we extend over 3D Gaussian Splatting to handle unstructured image collections. We achieve this by modeling appearance to seize photometric variations in the rendered images. Additionally, we introduce a new mechanism to train transient Gaussians to handle the presence of scene occluders in an unsupervised manner. Experiments on diverse photo collection scenes and multi-pass acquisition of outdoor landmarks show the effectiveness of our method over prior works achieving state-of-the-art results with improved efficiency.[π Paper](https://arxiv.org/pdf/2403.10427.pdf)
### 16. GeoGaussian: Geometry-aware Gaussian Splatting for Scene Rendering
**Authors**: Yanyan Li, Chenyu Lyu, Yan Di, Guangyao Zhai, Gim Hee Lee, Federico TombariAbstract
During the Gaussian Splatting optimization process, the scene's geometry can gradually deteriorate if its structure is not deliberately preserved, especially in non-textured regions such as walls, ceilings, and furniture surfaces. This degradation significantly affects the rendering quality of novel views that deviate significantly from the viewpoints in the training data. To mitigate this issue, we propose a novel approach called GeoGaussian. Based on the smoothly connected areas observed from point clouds, this method introduces a novel pipeline to initialize thin Gaussians aligned with the surfaces, where the characteristic can be transferred to new generations through a carefully designed densification strategy. Finally, the pipeline ensures that the scene's geometry and texture are maintained through constrained optimization processes with explicit geometry constraints. Benefiting from the proposed architecture, the generative ability of 3D Gaussians is enhanced, especially in structured regions. Our proposed pipeline achieves state-of-the-art performance in novel view synthesis and geometric reconstruction, as evaluated qualitatively and quantitatively on public datasets.[π Paper](https://arxiv.org/pdf/2403.11324.pdf)
### 17. Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
**Authors**: Zhihao Liang, Qi Zhang, Wenbo Hu, Ying Feng, Lei Zhu, Kui JiaAbstract
The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.[π Paper](https://arxiv.org/pdf/2403.11056.pdf)
### 18. Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
**Authors**: Otto Seiskari, Jerry Ylilammi, Valtteri Kaatrasalo, Pekka Rantalankila, Matias Turkulainen, Juho Kannala, Esa Rahtu, Arno SolinAbstract
High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.[π Paper](https://arxiv.org/pdf/2403.13327.pdf) | [π» Code](https://github.com/SpectacularAI/3dgs-deblur) | [π Project Page](https://spectacularai.github.io/3dgs-deblur/)
### 19. RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS
**Authors**: Michael Niemeyer, Fabian Manhardt, Marie-Julie Rakotosaona, Michael Oechsle, Daniel Duckworth, Rama Gosula, Keisuke Tateno, John Bates, Dominik Kaeser, Federico TombariAbstract
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.[π Paper](https://arxiv.org/pdf/2403.13806.pdf) | [π Project Page](https://m-niemeyer.github.io/radsplat/)
### 20. Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians
**Authors**: Guangchi Fang, Bing WangAbstract
In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through Gaussian binarization and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our proposed Mini-Splatting method integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works.[π Paper](https://arxiv.org/pdf/2403.14166.pdf)
### 21. Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting
**Authors**: Zheng Zhang, Wenbo Hu, Yixing Lao, Tong He, Hengshuang ZhaoAbstract
3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results while advancing real-time rendering performance. However, it relies heavily on the quality of the initial point cloud, resulting in blurring and needle-like artifacts in areas with insufficient initializing points. This is mainly attributed to the point cloud growth condition in 3DGS that only considers the average gradient magnitude of points from observable views, thereby failing to grow for large Gaussians that are observable for many viewpoints while many of them are only covered in the boundaries. To this end, we propose a novel method, named Pixel-GS, to take into account the number of pixels covered by the Gaussian in each view during the computation of the growth condition. We regard the covered pixel numbers as the weights to dynamically average the gradients from different views, such that the growth of large Gaussians can be prompted. As a result, points within the areas with insufficient initializing points can be grown more effectively, leading to a more accurate and detailed reconstruction. In addition, we propose a simple yet effective strategy to scale the gradient field according to the distance to the camera, to suppress the growth of floaters near the camera. Extensive experiments both qualitatively and quantitatively demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time rendering speed, on the challenging Mip-NeRF 360 and Tanks & Temples datasets.[π Paper](https://arxiv.org/pdf/2403.15530.pdf)
### 22. Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collections
**Authors**: Dongbin Zhang, Chuming Wang, Weitao Wang, Peihao Li, Minghan Qin, Haoqian WangAbstract
Novel view synthesis from unconstrained in-the-wild images remains a meaningful but challenging task. The photometric variation and transient occluders in those unconstrained images make it difficult to reconstruct the original scene accurately. Previous approaches tackle the problem by introducing a global appearance feature in Neural Radiance Fields (NeRF). However, in the real world, the unique appearance of each tiny point in a scene is determined by its independent intrinsic material attributes and the varying environmental impacts it receives. Inspired by this fact, we propose Gaussian in the wild (GS-W), a method that uses 3D Gaussian points to reconstruct the scene and introduces separated intrinsic and dynamic appearance feature for each point, capturing the unchanged scene appearance along with dynamic variation like illumination and weather. Additionally, an adaptive sampling strategy is presented to allow each Gaussian point to focus on the local and detailed information more effectively. We also reduce the impact of transient occluders using a 2D visibility map. More experiments have demonstrated better reconstruction quality and details of GS-W compared to previous methods, with a 1000Γ increase in rendering speed.[π Paper](https://arxiv.org/pdf/2403.15704) | [π Project Page](https://eastbeanzhang.github.io/GS-W/) | [π» Code (not yet)](https://github.com/EastbeanZhang/Gaussian-Wild) | [π₯ Short Presentation](https://www.youtube.com/watch?v=BNIX-OmIzgo)
### 23. GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction
**Authors**: Mulin Yu, Tao Lu, Linning Xu, Lihan Jiang, Yuanbo Xiangli, Bo DaiAbstract
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.[π Paper](https://arxiv.org/pdf/2403.16964) | [π Project Page](https://city-super.github.io/GSDF/) | [π» Code (not yet)](https://github.com/city-super/GSDF)
### 24. Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
**Authors**: Kerui Ren, Lihan Jiang, Tao Lu, Mulin Yu, Linning Xu, Zhangkai Ni, Bo DaiAbstract
The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.[π Paper](https://arxiv.org/pdf/2403.17898) | [π Project Page](https://city-super.github.io/octree-gs/) | [π» Code (not yet)](https://github.com/city-super/Octree-GS)
### 25. SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing
**Authors**: Xiaowei Song, Jv Zheng, Shiran Yuan, Huan-ang Gao, Jingwei Zhao, Xiang He, Weihao Gu, Hao ZhaoAbstract
In this paper, we present a Scale-adaptive method for Anti-aliasing Gaussian Splatting (SA-GS). While the state-of-the-art method Mip-Splatting needs modifying the training procedure of Gaussian splatting, our method functions at test-time and is training-free. Specifically, SA-GS can be applied to any pretrained Gaussian splatting field as a plugin to significantly improve the field's anti-alising performance. The core technique is to apply 2D scale-adaptive filters to each Gaussian during test time. As pointed out by Mip-Splatting, observing Gaussians at different frequencies leads to mismatches between the Gaussian scales during training and testing. Mip-Splatting resolves this issue using 3D smoothing and 2D Mip filters, which are unfortunately not aware of testing frequency. In this work, we show that a 2D scale-adaptive filter that is informed of testing frequency can effectively match the Gaussian scale, thus making the Gaussian primitive distribution remain consistent across different testing frequencies. When scale inconsistency is eliminated, sampling rates smaller than the scene frequency result in conventional jaggedness, and we propose to integrate the projected 2D Gaussian within each pixel during testing. This integration is actually a limiting case of super-sampling, which significantly improves anti-aliasing performance over vanilla Gaussian Splatting. Through extensive experiments using various settings and both bounded and unbounded scenes, we show SA-GS performs comparably with or better than Mip-Splatting. Note that super-sampling and integration are only effective when our scale-adaptive filtering is activated.[π Paper](https://arxiv.org/pdf/2403.19615) | [π Project Page](https://kevinsong729.github.io/project-pages/SA-GS/) | [π» Code](https://github.com/zsy1987/SA-GS/)
### 26. Snap-it, Tap-it, Splat-it: Tactile-Informed 3D Gaussian Splatting for Reconstructing Challenging Surfaces
**Authors**: Mauro Comi, Alessio Tonioni, Max Yang, Jonathan Tremblay, Valts Blukis, Yijiong Lin, Nathan F. Lepora, Laurence AitchisonAbstract
Touch and vision go hand in hand, mutually enhancing our ability to understand the world. From a research perspective, the problem of mixing touch and vision is underexplored and presents interesting challenges. To this end, we propose Tactile-Informed 3DGS, a novel approach that incorporates touch data (local depth maps) with multi-view vision data to achieve surface reconstruction and novel view synthesis. Our method optimises 3D Gaussian primitives to accurately model the object's geometry at points of contact. By creating a framework that decreases the transmittance at touch locations, we achieve a refined surface reconstruction, ensuring a uniformly smooth depth map. Touch is particularly useful when considering non-Lambertian objects (e.g. shiny or reflective surfaces) since contemporary methods tend to fail to reconstruct with fidelity specular highlights. By combining vision and tactile sensing, we achieve more accurate geometry reconstructions with fewer images than prior methods. We conduct evaluation on objects with glossy and reflective surfaces and demonstrate the effectiveness of our approach, offering significant improvements in reconstruction quality.[π Paper](https://arxiv.org/pdf/2403.20275)
### 27. 3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting
**Authors**: Mauro Comi, Alessio Tonioni, Max Yang, Jonathan Tremblay, Valts Blukis, Yijiong Lin, Nathan F. Lepora, Laurence AitchisonAbstract
In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is incorporating an implicit signed distance field (SDF) within 3D Gaussians to enable them to be aligned and jointly optimized. First, we introduce a differentiable SDF-to-opacity transformation function that converts SDF values into corresponding Gaussians' opacities. This function connects the SDF and 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. During learning, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only provides sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with those derived from 3D Gaussians. This consistency regularization introduces supervisory signals to locations not covered by discrete 3D Gaussians, effectively eliminating redundant surfaces outside the Gaussian sampling range. Our extensive experimental results demonstrate that our 3DGSR method enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities.[π Paper](https://arxiv.org/pdf/2404.00409.pdf) | [π» Code (not yet)](https://github.com/CVMI-Lab/3DGSR)
### 28. Mirror-3DGS: Incorporating Mirror Reflections into 3D Gaussian Splatting
**Authors**: Jiarui Meng, Haijie Li, Yanmin Wu, Qiankun Gao, Shuzhou Yang, Jian Zhang, Siwei MaAbstract
3D Gaussian Splatting (3DGS) has marked a significant breakthrough in the realm of 3D scene reconstruction and novel view synthesis. However, 3DGS, much like its predecessor Neural Radiance Fields (NeRF), struggles to accurately model physical reflections, particularly in mirrors that are ubiquitous in real-world scenes. This oversight mistakenly perceives reflections as separate entities that physically exist, resulting in inaccurate reconstructions and inconsistent reflective properties across varied viewpoints. To address this pivotal challenge, we introduce Mirror-3DGS, an innovative rendering framework devised to master the intricacies of mirror geometries and reflections, paving the way for the generation of realistically depicted mirror reflections. By ingeniously incorporating mirror attributes into the 3DGS and leveraging the principle of plane mirror imaging, Mirror-3DGS crafts a mirrored viewpoint to observe from behind the mirror, enriching the realism of scene renderings. Extensive assessments, spanning both synthetic and real-world scenes, showcase our method's ability to render novel views with enhanced fidelity in real-time, surpassing the state-of-the-art Mirror-NeRF specifically within the challenging mirror regions.[π Paper](https://arxiv.org/pdf/2404.01168.pdf)
### 29. OmniGS: Omnidirectional Gaussian Splatting for Fast Radiance Field Reconstruction using Omnidirectional Images
**Authors**: Jiarui Meng, Haijie Li, Yanmin Wu, Qiankun Gao, Shuzhou Yang, Jian Zhang, Siwei MaAbstract
Photorealistic reconstruction relying on 3D Gaussian Splatting has shown promising potential in robotics. However, the current 3D Gaussian Splatting system only supports radiance field reconstruction using undistorted perspective images. In this paper, we present OmniGS, a novel omnidirectional Gaussian splatting system, to take advantage of omnidirectional images for fast radiance field reconstruction. Specifically, we conduct a theoretical analysis of spherical camera model derivatives in 3D Gaussian Splatting. According to the derivatives, we then implement a new GPU-accelerated omnidirectional rasterizer that directly splats 3D Gaussians onto the equirectangular screen space for omnidirectional image rendering. As a result, we realize differentiable optimization of the radiance field without the requirement of cube-map rectification or tangent-plane approximation. Extensive experiments conducted in egocentric and roaming scenarios demonstrate that our method achieves state-of-the-art reconstruction quality and high rendering speed using omnidirectional images. To benefit the research community, the code will be made publicly available once the paper is published.[π Paper](https://arxiv.org/pdf/2404.03202)
### 30. Robust Gaussian Splatting
**Authors**: François Darmon, Lorenzo Porzi, Samuel Rota-Bulò, Peter KontschiederAbstract
In this paper, we address common error sources for 3D Gaussian Splatting (3DGS) including blur, imperfect camera poses, and color inconsistencies, with the goal of improving its robustness for practical applications like reconstructions from handheld phone captures. Our main contribution involves modeling motion blur as a Gaussian distribution over camera poses, allowing us to address both camera pose refinement and motion blur correction in a unified way. Additionally, we propose mechanisms for defocus blur compensation and for addressing color in-consistencies caused by ambient light, shadows, or due to camera-related factors like varying white balancing settings. Our proposed solutions integrate in a seamless way with the 3DGS formulation while maintaining its benefits in terms of training efficiency and rendering speed. We experimentally validate our contributions on relevant benchmark datasets including Scannet++ and Deblur-NeRF, obtaining state-of-the-art results and thus consistent improvements over relevant baselines.[π Paper](https://arxiv.org/pdf/2404.04211)
### 31. DeblurGS: Gaussian Splatting for Camera Motion Blur
**Authors**: Jeongtaek Oh, Jaeyoung Chung, Dongwoo Lee, Kyoung Mu LeeAbstract
Although significant progress has been made in reconstructing sharp 3D scenes from motion-blurred images, a transition to realworld applications remains challenging. The primary obstacle stems from the severe blur which leads to inaccuracies in the acquisition of initial camera poses through Structure-from-Motion, a critical aspect often overlooked by previous approaches. To address this challenge, we propose DeblurGS, a method to optimize sharp 3D Gaussian Splatting from motion-blurred images, even with the noisy camera pose initialization. We restore a fine-grained sharp scene by leveraging the remarkable reconstruction capability of 3D Gaussian Splatting. Our approach estimates the 6-Degree-of-Freedom camera motion for each blurry observation and synthesizes corresponding blurry renderings for the optimization process. Furthermore, we propose Gaussian Densification Annealing strategy to prevent the generation of inaccurate Gaussians at erroneous locations during the early training stages when camera motion is still imprecise. Comprehensive experiments demonstrate that our DeblurGS achieves state-of-the-art performance in deblurring and novel view synthesis for real-world and synthetic benchmark datasets, as well as field-captured blurry smartphone videos.[π Paper](https://arxiv.org/pdf/2404.11358)
### 32. StylizedGS: Controllable Stylization for 3D Gaussian Splatting
**Authors**: Dingxi Zhang, Zhuoxun Chen, Yu-Jie Yuan, Fang-Lue Zhang, Zhenliang He, Shiguang Shan, Lin GaoAbstract
With the rapid development of XR, 3D generation and editing are becoming more and more important, among which, stylization is an important tool of 3D appearance editing. It can achieve consistent 3D artistic stylization given a single reference style image and thus is a user-friendly editing way. However, recent NeRF-based 3D stylization methods face efficiency issues that affect the actual user experience and the implicit nature limits its ability to transfer the geometric pattern styles. Additionally, the ability for artists to exert flexible control over stylized scenes is considered highly desirable, fostering an environment conducive to creative exploration. In this paper, we introduce StylizedGS, a 3D neural style transfer framework with adaptable control over perceptual factors based on 3D Gaussian Splatting (3DGS) representation. The 3DGS brings the benefits of high efficiency. We propose a GS filter to eliminate floaters in the reconstruction which affects the stylization effects before stylization. Then the nearest neighbor-based style loss is introduced to achieve stylization by fine-tuning the geometry and color parameters of 3DGS, while a depth preservation loss with other regularizations is proposed to prevent the tampering of geometry content. Moreover, facilitated by specially designed losses, StylizedGS enables users to control color, stylized scale and regions during the stylization to possess customized capabilities. Our method can attain high-quality stylization results characterized by faithful brushstrokes and geometric consistency with flexible controls. Extensive experiments across various scenes and styles demonstrate the effectiveness and efficiency of our method concerning both stylization quality and inference FPS.[π Paper](https://arxiv.org/pdf/2404.05220)
### 33. LoopGaussian: Creating 3D Cinemagraph with Multi-view Images via Eulerian Motion Field
**Authors**: Jiyang Li, Lechao Cheng, Zhangye Wang, Tingting Mu, Jingxuan HeAbstract
Cinemagraph is a unique form of visual media that combines elements of still photography and subtle motion to create a captivating experience. However, the majority of videos generated by recent works lack depth information and are confined to the constraints of 2D image space. In this paper, inspired by significant progress in the field of novel view synthesis (NVS) achieved by 3D Gaussian Splatting (3D-GS), we propose LoopGaussian to elevate cinemagraph from 2D image space to 3D space using 3D Gaussian modeling. To achieve this, we first employ the 3D-GS method to reconstruct 3D Gaussian point clouds from multi-view images of static scenes,incorporating shape regularization terms to prevent blurring or artifacts caused by object deformation. We then adopt an autoencoder tailored for 3D Gaussian to project it into feature space. To maintain the local continuity of the scene, we devise SuperGaussian for clustering based on the acquired features. By calculating the similarity between clusters and employing a two-stage estimation method, we derive an Eulerian motion field to describe velocities across the entire scene. The 3D Gaussian points then move within the estimated Eulerian motion field. Through bidirectional animation techniques, we ultimately generate a 3D Cinemagraph that exhibits natural and seamlessly loopable dynamics. Experiment results validate the effectiveness of our approach, demonstrating high-quality and visually appealing scene generation.[π Paper](https://arxiv.org/pdf/2404.08966) | [π Project Page](https://pokerlishao.github.io/LoopGaussian/) | [π» Code](https://github.com/Pokerlishao/LoopGaussian)
### 34. GSCore: Efficient Radiance Field Rendering via Architectural Support for 3D Gaussian Splatting
**Authors**: Junseo Lee, Seokwon Lee, Jungi Lee, Junyong Park, Jaewoong SimAbstract
This paper presents GSCore, a hardware acceleration unit that efficiently executes the rendering pipeline of 3D Gaussian Splatting with algorithmic optimizations. GSCore builds on the observations from an in-depth analysis of Gaussian-based radiance field rendering to enhance computational efficiency and bring the technique to wide adoption. In doing so, we present several optimization techniques, Gaussian shape-aware intersection test, hierarchical sorting, and subtile skipping, all of which are synergistically integrated with GSCore. We implement the hardware design of GSCore, synthesize it using a commercial 28nm technology, and evaluate the performance across a range of synthetic and real-world scenes with varying image resolutions. Our evaluation results show that GSCore achieves a 15.86Γ speedup on average over the mobile consumer GPU with a substantially smaller area and lower energy consumption.[π Paper](https://jaewoong.org/pubs/asplos24-gscore.pdf) | [π₯ Short Presentation](https://youtu.be/TByYGw837IU?si=7zBe0yqpsJUoVbIV)
## 2023:
### 1. Mip-Splatting Alias-free 3D Gaussian Splatting
**Authors**: Zehao Yu, Anpei Chen, Binbin Huang, Torsten Sattler, Andreas GeigerAbstract
Recently, 3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, e.g., by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our comprehensive evaluation, including scenarios such as training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.[π Paper](https://arxiv.org/pdf/2311.16493.pdf) | [π Project Page](https://niujinshuchong.github.io/mip-splatting/) | [π» Code](https://github.com/autonomousvision/mip-splatting)
### 2. Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing
**Authors**: Jian Gao, Chun Gu, Youtian Lin, Hao Zhu, Xun Cao, Li Zhang, Yao YaoAbstract
We present a novel differentiable point-based rendering framework for material and lighting decomposition from multi-view images, enabling editing, ray-tracing, and real-time relighting of the 3D point cloud. Specifically, a 3D scene is represented as a set of relightable 3D Gaussian points, where each point is additionally associated with a normal direction, BRDF parameters, and incident lights from different directions. To achieve robust lighting estimation, we further divide incident lights of each point into global and local components, as well as view-dependent visibilities. The 3D scene is optimized through the 3D Gaussian Splatting technique while BRDF and lighting are decomposed by physically-based differentiable rendering. Moreover, we introduce an innovative point-based ray-tracing approach based on the bounding volume hierarchy for efficient visibility baking, enabling real-time rendering and relighting of 3D Gaussian points with accurate shadow effects. Extensive experiments demonstrate improved BRDF estimation and novel view rendering results compared to state-of-the-art material estimation approaches. Our framework showcases the potential to revolutionize the mesh-based graphics pipeline with a relightable, traceable, and editable rendering pipeline solely based on point cloud.[π Paper](https://arxiv.org/pdf/2311.16043.pdf) | [π Project Page](https://nju-3dv.github.io/projects/Relightable3DGaussian/) | [π» Code](https://github.com/NJU-3DV/Relightable3DGaussian)
### 3. [CVPR '24] GS-IR: 3D Gaussian Splatting for Inverse Rendering
**Authors**: Zhihao Liang, Qi Zhang, Ying Feng, Ying Shan, Kui JiaAbstract
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.[π Paper](https://arxiv.org/pdf/2311.16473.pdf) | [π Project Page](https://github.com/lzhnb/GS-IR) | [π» Code (not yet)](https://github.com/lzhnb/GS-IR)
### 4. [CVPR '24] Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering
**Authors**: Zhiwen Yan, Weng Fei Low, Yu Chen, Gim Hee LeeAbstract
3D Gaussians have recently emerged as a highly efficient representation for 3D reconstruction and rendering. Despite its high rendering quality and speed at high resolutions, they both deteriorate drastically when rendered at lower resolutions or from far away camera position. During low resolution or far away rendering, the pixel size of the image can fall below the Nyquist frequency compared to the screen size of each splatted 3D Gaussian and leads to aliasing effect. The rendering is also drastically slowed down by the sequential alpha blending of more splatted Gaussians per pixel. To address these issues, we propose a multi-scale 3D Gaussian splatting algorithm, which maintains Gaussians at different scales to represent the same scene. Higher-resolution images are rendered with more small Gaussians, and lower-resolution images are rendered with fewer larger Gaussians. With similar training time, our algorithm can achieve 13\%-66\% PSNR and 160\%-2400\% rendering speed improvement at 4Γ-128Γ scale rendering on Mip-NeRF360 dataset compared to the single scale 3D Gaussian splatting.[π Paper](https://arxiv.org/pdf/2311.17089.pdf)
### 5. [CVPR '24] GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces
**Authors**: Yingwenqi Jiang, Jiadong Tu, Yuan Liu, Xifeng Gao, Xiaoxiao Long, Wenping Wang, Yuexin MaAbstract
The advent of neural 3D Gaussians has recently brought about a revolution in the field of neural rendering, facilitating the generation of high-quality renderings at real-time speeds. However, the explicit and discrete representation encounters challenges when applied to scenes featuring reflective surfaces. In this paper, we present GaussianShader, a novel method that applies a simplified shading function on 3D Gaussians to enhance the neural rendering in scenes with reflective surfaces while preserving the training and rendering efficiency. The main challenge in applying the shading function lies in the accurate normal estimation on discrete 3D Gaussians. Specifically, we proposed a novel normal estimation framework based on the shortest axis directions of 3D Gaussians with a delicately designed loss to make the consistency between the normals and the geometries of Gaussian spheres. Experiments show that GaussianShader strikes a commendable balance between efficiency and visual quality. Our method surpasses Gaussian Splatting in PSNR on specular object datasets, exhibiting an improvement of 1.57dB. When compared to prior works handling reflective surfaces, such as Ref-NeRF, our optimization time is significantly accelerated (23h vs. 0.58h). Please click on our project website to see more results.[π Paper](https://arxiv.org/pdf/2311.17977.pdf) | [π Project Page](https://asparagus15.github.io/GaussianShader.github.io/) | [π» Code](https://github.com/Asparagus15/GaussianShader)
### 6. [CVPR '24] Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering
**Authors**: Tao Lu, Mulin Yu, Linning Xu, Yuanbo Xiangli, Limin Wang, Dahua Lin, Bo DaiAbstract
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.[π Paper](https://arxiv.org/pdf/2312.00109.pdf) | [π Project Page](https://city-super.github.io/scaffold-gs/) | [π» Code](https://github.com/city-super/Scaffold-GS)
https://github.com/maturk/dn-splatter
### 7. Deblurring 3D Gaussian Splatting
**Authors**: Byeonghyeon Lee, Howoong Lee, Xiangyu Sun, Usman Ali, Eunbyung ParkAbstract
Recent studies in Radiance Fields have paved the robust way for novel view synthesis with their photorealistic rendering quality. Nevertheless, they usually employ neural networks and volumetric rendering, which are costly to train and impede their broad use in various real-time applications due to the lengthy rendering time. Lately 3D Gaussians splatting-based approach has been proposed to model the 3D scene, and it achieves remarkable visual quality while rendering the images in real-time. However, it suffers from severe degradation in the rendering quality if the training images are blurry. Blurriness commonly occurs due to the lens defocusing, object motion, and camera shake, and it inevitably intervenes in clean image acquisition. Several previous studies have attempted to render clean and sharp images from blurry input images using neural fields. The majority of those works, however, are designed only for volumetric rendering-based neural radiance fields and are not straightforwardly applicable to rasterization-based 3D Gaussian splatting methods. Thus, we propose a novel real-time deblurring framework, deblurring 3D Gaussian Splatting, using a small Multi-Layer Perceptron (MLP) that manipulates the covariance of each 3D Gaussian to model the scene blurriness. While deblurring 3D Gaussian Splatting can still enjoy real-time rendering, it can reconstruct fine and sharp details from blurry images. A variety of experiments have been conducted on the benchmark, and the results have revealed the effectiveness of our approach for deblurring.[π Paper](https://arxiv.org/pdf/2401.00834.pdf) | [π Project Page](https://benhenryl.github.io/Deblurring-3D-Gaussian-Splatting/) | [π» Code (not yet)](https://github.com/benhenryL/Deblurring-3D-Gaussian-Splatting)
### 8. GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization
**Authors**: Yahao Shi, Yanmin Wu, Chenming Wu, Xing Liu, Chen Zhao, Haocheng Feng, Jingtuo Liu, Liangjun Zhang, Jian Zhang, Bin Zhou, Errui Ding, Jingdong WangAbstract
This paper presents GIR, a 3D Gaussian Inverse Rendering method for relightable scene factorization. Compared to existing methods leveraging discrete meshes or neural implicit fields for inverse rendering, our method utilizes 3D Gaussians to estimate the material properties, illumination, and geometry of an object from multi-view images. Our study is motivated by the evidence showing that 3D Gaussian is a more promising backbone than neural fields in terms of performance, versatility, and efficiency. In this paper, we aim to answer the question: "How can 3D Gaussian be applied to improve the performance of inverse rendering?" To address the complexity of estimating normals based on discrete and often in-homogeneous distributed 3D Gaussian representations, we proposed an efficient self-regularization method that facilitates the modeling of surface normals without the need for additional supervision. To reconstruct indirect illumination, we propose an approach that simulates ray tracing. Extensive experiments demonstrate our proposed GIR's superior performance over existing methods across multiple tasks on a variety of widely used datasets in inverse rendering. This substantiates its efficacy and broad applicability, highlighting its potential as an influential tool in relighting and reconstruction.[π Paper](https://arxiv.org/pdf/2312.05133) | [π Project Page](https://3dgir.github.io/) | [π» Code (not yet)]()
### 9. Gaussian Splatting with NeRF-based Color and Opacity
**Authors**: Dawid Malarz, Weronika Smolak, Jacek Tabor, SΕawomir Tadeja, PrzemysΕaw SpurekAbstract
Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar renders quality with faster training and inference as it does not need neural networks to work. We encode information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and neural network, which takes parameters of Gaussian and viewing direction to produce changes in color and opacity. Consequently, our model better describes shadows, light reflections, and transparency of 3D objects.[π Paper](https://arxiv.org/pdf/2312.13729.pdf) | [π» Code](https://github.com/gmum/ViewingDirectionGaussianSplatting)
## Reviews:
## 2024:
### 1. Progress and Prospects in 3D Generative AI: A Technical Overview including 3D human
**Authors**: Song Bai, Jie LiAbstract
While AI-generated text and 2D images continue to expand its territory, 3D generation has gradually emerged as a trend that cannot be ignored. Since the year 2023 an abundant amount of research papers has emerged in the domain of 3D generation. This growth encompasses not just the creation of 3D objects, but also the rapid development of 3D character and motion generation. Several key factors contribute to this progress. The enhanced fidelity in stable diffusion, coupled with control methods that ensure multi-view consistency, and realistic human models like SMPL-X, contribute synergistically to the production of 3D models with remarkable consistency and near-realistic appearances. The advancements in neural network-based 3D storing and rendering models, such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS), have accelerated the efficiency and realism of neural rendered models. Furthermore, the multimodality capabilities of large language models have enabled language inputs to transcend into human motion outputs. This paper aims to provide a comprehensive overview and summary of the relevant papers published mostly during the latter half year of 2023. It will begin by discussing the AI generated object models in 3D, followed by the generated 3D human models, and finally, the generated 3D human motions, culminating in a conclusive summary and a vision for the future.[π Paper](https://arxiv.org/pdf/2401.02620.pdf)
### 2. A Survey on 3D Gaussian Splatting
**Authors**: Guikun Chen, Wenguan WangAbstract
3D Gaussian splatting (3D GS) has recently emerged as a transformative technique in the explicit radiance field and computer graphics landscape. This innovative approach, characterized by the utilization of millions of 3D Gaussians, represents a significant departure from the neural radiance field (NeRF) methodologies, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representations and differentiable rendering algorithms, not only promises real-time rendering capabilities but also introduces unprecedented levels of control and editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the advent of 3D GS, setting the stage for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By facilitating real-time performance, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.[π Paper](https://arxiv.org/pdf/2401.03890.pdf)
### 3. 3D Gaussian as a New Vision Era: A Survey
**Authors**: Ben Fei, Jingyi Xu, Rui Zhang, Qingyuan Zhou, Weidong Yang, Ying HeAbstract
3D Gaussian Splatting (3D-GS) has emerged as a significant advancement in the field of Computer Graphics, offering explicit scene representation and novel view synthesis without the reliance on neural networks, such as Neural Radiance Fields (NeRF). This technique has found diverse applications in areas such as robotics, urban mapping, autonomous navigation, and virtual reality/augmented reality, just name a few. Given the growing popularity and expanding research in 3D Gaussian Splatting, this paper presents a comprehensive survey of relevant papers from the past year. We organize the survey into taxonomies based on characteristics and applications, providing an introduction to the theoretical underpinnings of 3D Gaussian Splatting. Our goal through this survey is to acquaint new researchers with 3D Gaussian Splatting, serve as a valuable reference for seminal works in the field, and inspire future research directions, as discussed in our concluding section.[π Paper](https://arxiv.org/pdf/2402.07181.pdf)
### 4. How NeRFs and 3D Gaussian Splatting are Reshaping SLAM: a Survey
**Authors**: Fabio Tosi, Youmin Zhang, Ziren Gong, Erik SandstrΓΆm, Stefano Mattoccia, Martin R. Oswald, Matteo PoggiAbstract
Over the past two decades, research in the field of Simultaneous Localization and Mapping (SLAM) has undergone a significant evolution, highlighting its critical role in enabling autonomous exploration of unknown environments. This evolution ranges from hand-crafted methods, through the era of deep learning, to more recent developments focused on Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) representations. Recognizing the growing body of research and the absence of a comprehensive survey on the topic, this paper aims to provide the first comprehensive overview of SLAM progress through the lens of the latest advancements in radiance fields. It sheds light on the background, evolutionary path, inherent strengths and limitations, and serves as a fundamental reference to highlight the dynamic progress and specific challenges.[π Paper](https://arxiv.org/pdf/2402.13255.pdf)
### 5. Recent Advances in 3D Gaussian Splatting
**Authors**: Tong Wu, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang, Yan-Pei Cao, Ling-Qi Yan, Lin GaoAbstract
The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.[π Paper](https://arxiv.org/pdf/2403.11134)
### 6. Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review
**Authors**: Anurag Dalal, Daniel Hagen, Kjell G. Robbersmyr, Kristian Muri KnausgΓ₯rdAbstract
Image-based 3D reconstruction is a challenging task that involves inferring the 3D shape of an object or scene from a set of input images. Learning-based methods have gained attention for their ability to directly estimate 3D shapes. This review paper focuses on state-of-the-art techniques for 3D reconstruction, including the generation of novel, unseen views. An overview of recent developments in the Gaussian Splatting method is provided, covering input types, model structures, output representations, and training strategies. Unresolved challenges and future directions are also discussed. Given the rapid progress in this domain and the numerous opportunities for enhancing 3D reconstruction methods, a comprehensive examination of algorithms appears essential. Consequently, this study offers a thorough overview of the latest advancements in Gaussian Splatting.[π Paper](https://arxiv.org/pdf/2405.03417)
## SLAM:
## 2024:
### 1. SGS-SLAM: Semantic Gaussian Splatting For Neural Dense SLAM
**Authors**: Mingrui Li, Shuhong Liu, Heng ZhouAbstract
Semantic understanding plays a crucial role in Dense Simultaneous Localization and Mapping (SLAM), facilitating comprehensive scene interpretation. Recent advancements that integrate Gaussian Splatting into SLAM systems have demonstrated its effectiveness in generating high-quality renderings through the use of explicit 3D Gaussian representations. Building on this progress, we propose SGS-SLAM, the first semantic dense visual SLAM system grounded in 3D Gaussians, which provides precise 3D semantic segmentation alongside high-fidelity reconstructions. Specifically, we propose to employ multi-channel optimization during the mapping process, integrating appearance, geometric, and semantic constraints with key-frame optimization to enhance reconstruction quality. Extensive experiments demonstrate that SGS-SLAM delivers state-of-the-art performance in camera pose estimation, map reconstruction, and semantic segmentation, outperforming existing methods meanwhile preserving real-time rendering ability.[π Paper](https://arxiv.org/pdf/2402.03246.pdf)
### 2. SemGauss-SLAM: Dense Semantic Gaussian Splatting SLAM
**Authors**: Siting Zhu, Renjie Qin, Guangming Wang, Jiuming Liu, Hesheng WangAbstract
We propose SemGauss-SLAM, the first semantic SLAM system utilizing 3D Gaussian representation, that enables accurate 3D semantic mapping, robust camera tracking, and high-quality rendering in real-time. In this system, we incorporate semantic feature embedding into 3D Gaussian representation, which effectively encodes semantic information within the spatial layout of the environment for precise semantic scene representation. Furthermore, we propose feature-level loss for updating 3D Gaussian representation, enabling higher-level guidance for 3D Gaussian optimization. In addition, to reduce cumulative drift and improve reconstruction accuracy, we introduce semantic-informed bundle adjustment leveraging semantic associations for joint optimization of 3D Gaussian representation and camera poses, leading to more robust tracking and consistent mapping. Our SemGauss-SLAM method demonstrates superior performance over existing dense semantic SLAM methods in terms of mapping and tracking accuracy on Replica and ScanNet datasets, while also showing excellent capabilities in novel-view semantic synthesis and 3D semantic mapping.[π Paper](https://arxiv.org/pdf/2403.07494.pdf)
### 3. Compact 3D Gaussian Splatting For Dense Visual SLAM
**Authors**: Tianchen Deng, Yaohui Chen, Leyan Zhang, Jianfei Yang, Shenghai Yuan, Danwei Wang, Weidong ChenAbstract
Recent work has shown that 3D Gaussian-based SLAM enables high-quality reconstruction, accurate pose estimation, and real-time rendering of scenes. However, these approaches are built on a tremendous number of redundant 3D Gaussian ellipsoids, leading to high memory and storage costs, and slow training speed. To address the limitation, we propose a compact 3D Gaussian Splatting SLAM system that reduces the number and the parameter size of Gaussian ellipsoids. A sliding window-based masking strategy is first proposed to reduce the redundant ellipsoids. Then we observe that the covariance matrix (geometry) of most 3D Gaussian ellipsoids are extremely similar, which motivates a novel geometry codebook to compress 3D Gaussian geometric attributes, i.e., the parameters. Robust and accurate pose estimation is achieved by a global bundle adjustment method with reprojection loss. Extensive experiments demonstrate that our method achieves faster training and rendering speed while maintaining the state-of-the-art (SOTA) quality of the scene representation.[π Paper](https://arxiv.org/pdf/2403.11247.pdf)
### 4. NEDS-SLAM: A Novel Neural Explicit Dense Semantic SLAM Framework using 3D Gaussian Splatting
**Authors**: Yiming Ji, Yang Liu, Guanghu Xie, Boyu Ma, Zongwu XieAbstract
We propose NEDS-SLAM, an Explicit Dense semantic SLAM system based on 3D Gaussian representation, that enables robust 3D semantic mapping, accurate camera tracking, and high-quality rendering in real-time. In the system, we propose a Spatially Consistent Feature Fusion model to reduce the effect of erroneous estimates from pre-trained segmentation head on semantic reconstruction, achieving robust 3D semantic Gaussian mapping. Additionally, we employ a lightweight encoder-decoder to compress the high-dimensional semantic features into a compact 3D Gaussian representation, mitigating the burden of excessive memory consumption. Furthermore, we leverage the advantage of 3D Gaussian splatting, which enables efficient and differentiable novel view rendering, and propose a Virtual Camera View Pruning method to eliminate outlier GS points, thereby effectively enhancing the quality of scene representations. Our NEDS-SLAM method demonstrates competitive performance over existing dense semantic SLAM methods in terms of mapping and tracking accuracy on Replica and ScanNet datasets, while also showing excellent capabilities in 3D dense semantic mapping.[π Paper](https://arxiv.org/pdf/2403.11679.pdf)
### 5. High-Fidelity SLAM Using Gaussian Splatting with Rendering-Guided Densification and Regularized Optimization
**Authors**: Shuo Sun, Malcolm Mielle, Achim J. Lilienthal, Martin MagnussonAbstract
We propose a dense RGBD SLAM system based on 3D Gaussian Splatting that provides metrically accurate pose tracking and visually realistic reconstruction. To this end, we first propose a Gaussian densification strategy based on the rendering loss to map unobserved areas and refine reobserved areas. Second, we introduce extra regularization parameters to alleviate the forgetting problem in the continuous mapping problem, where parameters tend to overfit the latest frame and result in decreasing rendering quality for previous frames. Both mapping and tracking are performed with Gaussian parameters by minimizing re-rendering loss in a differentiable way. Compared to recent neural and concurrently developed gaussian splatting RGBD SLAM baselines, our method achieves state-of-the-art results on the synthetic dataset Replica and competitive results on the real-world dataset TUM.[π Paper](https://arxiv.org/pdf/2403.12535.pdf)
### 6. RGBD GS-ICP SLAM
**Authors**: Seongbo Ha, Jiung Yeon, Hyeonwoo YuAbstract
Simultaneous Localization and Mapping (SLAM) with dense representation plays a key role in robotics, Virtual Reality (VR), and Augmented Reality (AR) applications. Recent advancements in dense representation SLAM have highlighted the potential of leveraging neural scene representation and 3D Gaussian representation for high-fidelity spatial representation. In this paper, we propose a novel dense representation SLAM approach with a fusion of Generalized Iterative Closest Point (G-ICP) and 3D Gaussian Splatting (3DGS). In contrast to existing methods, we utilize a single Gaussian map for both tracking and mapping, resulting in mutual benefits. Through the exchange of covariances between tracking and mapping processes with scale alignment techniques, we minimize redundant computations and achieve an efficient system. Additionally, we enhance tracking accuracy and mapping quality through our keyframe selection methods. Experimental results demonstrate the effectiveness of our approach, showing an incredibly fast speed up to 107 FPS (for the entire system) and superior quality of the reconstructed map.[π Paper](https://arxiv.org/pdf/2403.12550.pdf) | [π» Code](https://github.com/Lab-of-AI-and-Robotics/GS_ICP_SLAM) | [π₯ Short Presentation](https://youtu.be/e-bHh_uMMxE?si=bU4_Su4J91WQ2MEX)
### 7. EndoGSLAM: Real-Time Dense Reconstruction and Tracking in Endoscopic Surgeries using Gaussian Splatting
**Authors**: Kailing Wang, Chen Yang, Yuehao Wang, Sikuang Li, Yan Wang, Qi Dou, Xiaokang Yang, Wei ShenAbstract
Precise camera tracking, high-fidelity 3D tissue reconstruction, and real-time online visualization are critical for intrabody medical imaging devices such as endoscopes and capsule robots. However, existing SLAM (Simultaneous Localization and Mapping) methods often struggle to achieve both complete high-quality surgical field reconstruction and efficient computation, restricting their intraoperative applications among endoscopic surgeries. In this paper, we introduce EndoGSLAM, an efficient SLAM approach for endoscopic surgeries, which integrates streamlined Gaussian representation and differentiable rasterization to facilitate over 100 fps rendering speed during online camera tracking and tissue reconstructing. Extensive experiments show that EndoGSLAM achieves a better trade-off between intraoperative availability and reconstruction quality than traditional or neural SLAM approaches, showing tremendous potential for endoscopic surgeries[π Paper](https://arxiv.org/pdf/2403.15124.pdf) | [π Project Page](https://endogslam.loping151.com/) | [π» Code (not yet)](https://github.com/endogslam/EndoGSLAM)
### 8. CG-SLAM: Efficient Dense RGB-D SLAM in a Consistent Uncertainty-aware 3D Gaussian Field
**Authors**: Jiarui Hu, Xianhao Chen, Boyin Feng, Guanglin Li, Liangjing Yang, Hujun Bao, Guofeng Zhang, Zhaopeng CuiAbstract
Recently neural radiance fields (NeRF) have been widely exploited as 3D representations for dense simultaneous localization and mapping (SLAM). Despite their notable successes in surface modeling and novel view synthesis, existing NeRF-based methods are hindered by their computationally intensive and time-consuming volume rendering pipeline. This paper presents an efficient dense RGB-D SLAM system, i.e., CG-SLAM, based on a novel uncertainty-aware 3D Gaussian field with high consistency and geometric stability. Through an in-depth analysis of Gaussian Splatting, we propose several techniques to construct a consistent and stable 3D Gaussian field suitable for tracking and mapping. Additionally, a novel depth uncertainty model is proposed to ensure the selection of valuable Gaussian primitives during optimization, thereby improving tracking efficiency and accuracy. Experiments on various datasets demonstrate that CG-SLAM achieves superior tracking and mapping performance with a notable tracking speed of up to 15 Hz. We will make our source code publicly available.[π Paper](https://arxiv.org/pdf/2403.16095) | [π Project Page](https://zju3dv.github.io/cg-slam/) | [π» Code (not yet)](https://github.com/hjr37/CG-SLAM)
### 9. MM3DGS SLAM: Multi-modal 3D Gaussian Splatting for SLAM Using Vision, Depth, and Inertial Measurements
**Authors**: Lisong C. Sun, Neel P. Bhatt, Jonathan C. Liu, Zhiwen Fan, Zhangyang Wang, Todd E. Humphreys, Ufuk TopcuAbstract
Simultaneous localization and mapping is essential for position tracking and scene understanding. 3D Gaussian-based map representations enable photorealistic reconstruction and real-time rendering of scenes using multiple posed cameras. We show for the first time that using 3D Gaussians for map representation with unposed camera images and inertial measurements can enable accurate SLAM. Our method, MM3DGS, addresses the limitations of prior neural radiance field-based representations by enabling faster rendering, scale awareness, and improved trajectory tracking. Our framework enables keyframe-based mapping and tracking utilizing loss functions that incorporate relative pose transformations from pre-integrated inertial measurements, depth estimates, and measures of photometric rendering quality. We also release a multi-modal dataset, UT-MM, collected from a mobile robot equipped with a camera and an inertial measurement unit. Experimental evaluation on several scenes from the dataset shows that MM3DGS achieves 3x improvement in tracking and 5% improvement in photometric rendering quality compared to the current 3DGS SLAM state-of-the-art, while allowing real-time rendering of a high-resolution dense 3D map.[π Paper](https://arxiv.org/pdf/2404.00923) | [π Project Page](https://vita-group.github.io/MM3DGS-SLAM/) | [π» Code (not yet)]()
### 10. Gaussian-LIC: Photo-realistic LiDAR-Inertial-Camera SLAM with 3D Gaussian Splatting
**Authors**: Xiaolei Lang, Laijian Li, Hang Zhang, Feng Xiong, Mu Xu, Yong Liu, Xingxing Zuo, Jiajun LvAbstract
We present a real-time LiDAR-Inertial-Camera SLAM system with 3D Gaussian Splatting as the mapping backend. Leveraging robust pose estimates from our LiDAR-Inertial-Camera odometry, Coco-LIC, an incremental photo-realistic mapping system is proposed in this paper. We initialize 3D Gaussians from colorized LiDAR points and optimize them using differentiable rendering powered by 3D Gaussian Splatting. Meticulously designed strategies are employed to incrementally expand the Gaussian map and adaptively control its density, ensuring high-quality mapping with real-time capability. Experiments conducted in diverse scenarios demonstrate the superior performance of our method compared to existing radiance-field-based SLAM systems.[π Paper](https://arxiv.org/pdf/2404.06926)
### 11. RTG-SLAM: Real-time 3D Reconstruction at Scale using Gaussian Splatting
**Authors**: Zhexi Peng, Tianjia Shao, Yong Liu, Jingke Zhou, Yin Yang, Jingdong Wang, Kun ZhouAbstract
We present Real-time Gaussian SLAM (RTG-SLAM), a real-time 3D reconstruction system with an RGBD camera for large-scale environments using Gaussian splatting. The system features a compact Gaussian representation and a highly efficient on-the-fly Gaussian optimization scheme. We force each Gaussian to be either opaque or nearly transparent, with the opaque ones fitting the surface and dominant colors, and transparent ones fitting residual colors. By rendering depth in a different way from color rendering, we let a single opaque Gaussian well fit a local surface region without the need of multiple overlapping Gaussians, hence largely reducing the memory and computation cost. For on-the-fly Gaussian optimization, we explicitly add Gaussians for three types of pixels per frame: newly observed, with large color errors, and with large depth errors. We also categorize all Gaussians into stable and unstable ones, where the stable Gaussians are expected to well fit previously observed RGBD images and otherwise unstable. We only optimize the unstable Gaussians and only render the pixels occupied by unstable Gaussians. In this way, both the number of Gaussians to be optimized and pixels to be rendered are largely reduced, and the optimization can be done in real time. We show real-time reconstructions of a variety of large scenes. Compared with the state-of-the-art NeRF-based RGBD SLAM, our system achieves comparable high-quality reconstruction but with around twice the speed and half the memory cost, and shows superior performance in the realism of novel view synthesis and camera tracking accuracy.[π Paper](https://arxiv.org/abs/2404.19706) | [π Project Page](https://gapszju.github.io/RTG-SLAM/) | [π» Code](https://github.com/MisEty/RTG-SLAM)
## 2023:
### 1. [CVPR '24] GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting
**Authors**: Chi Yan, Delin Qu, Dong Wang, Dan Xu, Zhigang Wang, Bin Zhao, Xuelong LiAbstract
In this paper, we introduce GS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations, our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D re-rendering. Specifically, we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussian in order to efficiently reconstruct new observed scene geometry and improve the mapping of previously observed areas. This strategy is essential to extend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing methods. Moreover, in the pose tracking process, an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose, resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets. The source code will be released upon acceptance.[π Paper](https://arxiv.org/pdf/2311.11700.pdf)
### 2. [CVPR '24] SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM
**Authors**: Nikhil Keetha, Jay Karhade, Krishna Murthy Jatavallabhula, Gengshan Yang,
Sebastian Scherer, Deva Ramanan, Jonathon LuitenAbstract
Dense simultaneous localization and mapping (SLAM) is pivotal for embodied scene understanding. Recent work has shown that 3D Gaussians enable high-quality reconstruction and real-time rendering of scenes using multiple posed cameras. In this light, we show for the first time that representing a scene by 3D Gaussians can enable dense SLAM using a single unposed monocular RGB-D camera. Our method, SplaTAM, addresses the limitations of prior radiance field-based representations, including fast rendering and optimization, the ability to determine if areas have been previously mapped, and structured map expansion by adding more Gaussians. We employ an online tracking and mapping pipeline while tailoring it to specifically use an underlying Gaussian representation and silhouette-guided optimization via differentiable rendering. Extensive experiments show that SplaTAM achieves up to 2Γ state-of-theart performance in camera pose estimation, map construction, and novel-view synthesis, demonstrating its superiority over existing approaches, while allowing real-time rendering of a high-resolution dense 3D map.[π Paper](https://arxiv.org/pdf/2312.02126.pdf) | [π Project Page](https://spla-tam.github.io/) | [π» Code](https://github.com/spla-tam/SplaTAM) | [π₯ Explanation Video](https://www.youtube.com/watch?v=35SX8DTdQLs)
### 3. [CVPR '24] Gaussian Splatting SLAM
**Authors**: Hidenobu Matsuki, Riku Murai, Paul H. J. Kelly, Andrew J. DavisonAbstract
We present the first application of 3D Gaussian Splatting to incremental 3D reconstruction using a single moving monocular or RGB-D camera. Our Simultaneous Localisation and Mapping (SLAM) method, which runs live at 3fps, utilises Gaussians as the only 3D representation, unifying the required representation for accurate, efficient tracking, mapping, and high-quality rendering.
Several innovations are required to continuously reconstruct 3D scenes with high fidelity from a live camera. First, to move beyond the original 3DGS algorithm, which requires accurate poses from an offline Structure from Motion (SfM) system, we formulate camera tracking for 3DGS using direct optimisation against the 3D Gaussians, and show that this enables fast and robust tracking with a wide basin of convergence. Second, by utilising the explicit nature of the Gaussians, we introduce geometric verification and regularisation to handle the ambiguities occurring in incremental 3D dense reconstruction. Finally, we introduce a full SLAM system which not only achieves state-of-the-art results in novel view synthesis and trajectory estimation, but also reconstruction of tiny and even transparent objects.[π Paper](https://www.imperial.ac.uk/media/imperial-college/research-centres-and-groups/dyson-robotics-lab/hide-et-al_GaussianSplattingSLAM_Dec2023.pdf) | [π Project Page](https://rmurai.co.uk/projects/GaussianSplattingSLAM/) | [π» Code](https://github.com/muskie82/MonoGS) | [π₯ Short Presentation](https://youtu.be/x604ghp9R_Q?si=fPtz4kgBKFfcnQf3)
### 4. Gaussian-SLAM: Photo-realistic Dense SLAM with Gaussian Splatting
**Authors**: Vladimir Yugay, Yue Li, Theo Gevers, Martin R. OswaldAbstract
We present the first neural RGBD SLAM method capable of photorealistically reconstructing real-world scenes.
Despite modern SLAM methods achieving impressive results on synthetic datasets, they still struggle with real-world datasets. Our approach utilizes 3D Gaussians as a primary unit for our scene representation to overcome the limitations of the previous methods. We observe that classical 3D Gaussians are hard to use in a monocular setup: they can't encode accurate geometry and are hard to optimize with single-view sequential supervision. By extending classical 3D Gaussians to encode geometry, and designing a novel scene representation and the means to grow, and optimize it, we propose a SLAM system capable of reconstructing and rendering real-world datasets without compromising on speed and efficiency.
We show that Gaussian-SLAM can reconstruct and photorealistically render real-world scenes. We evaluate our method on common synthetic and real-world datasets and compare it against other state-of-the-art SLAM methods. Finally, we demonstrate, that the final 3D scene representation that we obtain can be rendered in Real-time thanks to the efficient Gaussian Splatting rendering.[π Paper](https://ivi.fnwi.uva.nl/cv/paper/GaussianSLAM.pdf) | [π Project Page](https://vladimiryugay.github.io/gaussian_slam/) | [π» Code](https://github.com/VladimirYugay/Gaussian-SLAM) | [π₯ Short Presentation](https://www.youtube.com/watch?v=RZK1o_ija7M)
### 5. [CVPR '24] Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular, Stereo, and RGB-D Cameras
**Authors**: Huajian Huang, Longwei Li, Hui Cheng, Sai-Kit YeungAbstract
The integration of neural rendering and the SLAM system recently showed promising results in joint localization and photorealistic view reconstruction. However, existing methods, fully relying on implicit representations, are so resource-hungry that they cannot run on portable devices, which deviates from the original intention of SLAM. In this paper, we present Photo-SLAM, a novel SLAM framework with a hyper primitives map. Specifically, we simultaneously exploit explicit geometric features for localization and learn implicit photometric features to represent the texture information of the observed environment. In addition to actively densifying hyper primitives based on geometric features, we further introduce a Gaussian-Pyramid-based training method to progressively learn multi-level features, enhancing photorealistic mapping performance. The extensive experiments with monocular, stereo, and RGB-D datasets prove that our proposed system Photo-SLAM significantly outperforms current state-of-the-art SLAM systems for online photorealistic mapping, e.g., PSNR is 30% higher and rendering speed is hundreds of times faster in the Replica dataset. Moreover, the Photo-SLAM can run at real-time speed using an embedded platform such as Jetson AGX Orin, showing the potential of robotics applications.[π Paper](https://arxiv.org/pdf/2311.16728.pdf) | [π Project Page](https://huajianup.github.io/research/Photo-SLAM/) | [π» Code](https://github.com/HuajianUP/Photo-SLAM)
## Sparse:
## 2024:
### 1. [CVPR '24] DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization
**Authors**: Jiahe Li, Jiawei Zhang, Xiao Bai, Jin Zheng, Xin Ning, Jun Zhou, Lin GuAbstract
Radiance fields have demonstrated impressive performance in synthesizing novel views from sparse input views, yet prevailing methods suffer from high training costs and slow inference speed. This paper introduces DNGaussian, a depth-regularized framework based on 3D Gaussian radiance fields, offering real-time and high-quality few-shot novel view synthesis at low costs. Our motivation stems from the highly efficient representation and surprising quality of the recent 3D Gaussian Splatting, despite it will encounter a geometry degradation when input views decrease. In the Gaussian radiance fields, we find this degradation in scene geometry primarily lined to the positioning of Gaussian primitives and can be mitigated by depth constraint. Consequently, we propose a Hard and Soft Depth Regularization to restore accurate scene geometry under coarse monocular depth supervision while maintaining a fine-grained color appearance. To further refine detailed geometry reshaping, we introduce Global-Local Depth Normalization, enhancing the focus on small local depth changes. Extensive experiments on LLFF, DTU, and Blender datasets demonstrate that DNGaussian outperforms state-of-the-art methods, achieving comparable or better results with significantly reduced memory cost, a 25Γ reduction in training time, and over 3000Γ faster rendering speed.[π Paper](https://arxiv.org/pdf/2403.06912.pdf) | [π Project Page](https://fictionarry.github.io/DNGaussian/) | [π» Code](https://github.com/Fictionarry/DNGaussian) | [π₯ Short Presentation](https://www.youtube.com/watch?v=WKXCFNJHZ4o)
### 2. Touch-GS: Visual-Tactile Supervised 3D Gaussian Splatting
**Authors**: Aiden Swann, Matthew Strong, Won Kyung Do, Gadiel Sznaier Camps, Mac Schwager, Monroe Kennedy IIIAbstract
In this work, we propose a novel method to supervise 3D Gaussian Splatting (3DGS) scenes using optical tactile sensors. Optical tactile sensors have become widespread in their use in robotics for manipulation and object representation; however, raw optical tactile sensor data is unsuitable to directly supervise a 3DGS scene. Our representation leverages a Gaussian Process Implicit Surface to implicitly represent the object, combining many touches into a unified representation with uncertainty. We merge this model with a monocular depth estimation network, which is aligned in a two stage process, coarsely aligning with a depth camera and then finely adjusting to match our touch data. For every training image, our method produces a corresponding fused depth and uncertainty map. Utilizing this additional information, we propose a new loss function, variance weighted depth supervised loss, for training the 3DGS scene model. We leverage the DenseTact optical tactile sensor and RealSense RGB-D camera to show that combining touch and vision in this manner leads to quantitatively and qualitatively better results than vision or touch alone in a few-view scene syntheses on opaque as well as on reflective and transparent objects.[π Paper](https://arxiv.org/pdf/2403.09875.pdf) | [π Project Page](https://armlabstanford.github.io/touch-gs)
### 3. MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images
**Authors**: Yuedong Chen, Haofei Xu, Chuanxia Zheng, Bohan Zhuang, Marc Pollefeys, Andreas Geiger, Tat-Jen Cham, Jianfei CaiAbstract
We propose MVSplat, an efficient feed-forward 3D Gaussian Splatting model learned from sparse multi-view images. To accurately localize the Gaussian centers, we propose to build a cost volume representation via plane sweeping in the 3D space, where the cross-view feature similarities stored in the cost volume can provide valuable geometry cues to the estimation of depth. We learn the Gaussian primitives' opacities, covariances, and spherical harmonics coefficients jointly with the Gaussian centers while only relying on photometric supervision. We demonstrate the importance of the cost volume representation in learning feed-forward Gaussian Splatting models via extensive experimental evaluations. On the large-scale RealEstate10K and ACID benchmarks, our model achieves state-of-the-art performance with the fastest feed-forward inference speed (22 fps). Compared to the latest state-of-the-art method pixelSplat, our model uses 10Γ fewer parameters and infers more than 2Γ faster while providing higher appearance and geometry quality as well as better cross-dataset generalization.[π Paper](https://arxiv.org/pdf/2403.14627) | [π Project Page](https://donydchen.github.io/mvsplat/) | [π» Code](https://github.com/donydchen/mvsplat)
### 4. latentSplat: Autoencoding Variational Gaussians for Fast Generalizable 3D Reconstruction
**Authors**: Christopher Wewer, Kevin Raj, Eddy Ilg, Bernt Schiele, Jan Eric LenssenAbstract
We present latentSplat, a method to predict semantic Gaussians in a 3D latent space that can be splatted and decoded by a light-weight generative 2D architecture. Existing methods for generalizable 3D reconstruction either do not enable fast inference of high resolution novel views due to slow volume rendering, or are limited to interpolation of close input views, even in simpler settings with a single central object, where 360-degree generalization is possible. In this work, we combine a regression-based approach with a generative model, moving towards both of these capabilities within the same method, trained purely on readily available real video data. The core of our method are variational 3D Gaussians, a representation that efficiently encodes varying uncertainty within a latent space consisting of 3D feature Gaussians. From these Gaussians, specific instances can be sampled and rendered via efficient Gaussian splatting and a fast, generative decoder network. We show that latentSplat outperforms previous works in reconstruction quality and generalization, while being fast and scalable to high-resolution data.[π Paper](https://arxiv.org/pdf/2403.16292.pdf) | [π Project Page](https://geometric-rl.mpi-inf.mpg.de/latentsplat/) | [π» Code](https://github.com/Chrixtar/latentsplat)
### 5. GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation
**Authors**: Yinghao Xu, Zifan Shi, Wang Yifan, Hansheng Chen, Ceyuan Yang, Sida Peng, Yujun Shen, Gordon WetzsteinAbstract
We introduce GRM, a large-scale reconstructor capable of recovering a 3D asset from sparse-view images in around 0.1s. GRM is a feed-forward transformer-based model that efficiently incorporates multi-view information to translate the input pixels into pixel-aligned Gaussians, which are unprojected to create a set of densely distributed 3D Gaussians representing a scene. Together, our transformer architecture and the use of 3D Gaussians unlock a scalable and efficient reconstruction framework. Extensive experimental results demonstrate the superiority of our method over alternatives regarding both reconstruction quality and efficiency. We also showcase the potential of GRM in generative tasks, i.e., text-to-3D and image-to-3D, by integrating it with existing multi-view diffusion models.[π Paper](https://arxiv.org/pdf/2403.14621.pdf) | [π Project Page](https://justimyhxu.github.io/projects/grm/) | [π» Code](https://github.com/justimyhxu/grm)
### 6. Gamba: Marry Gaussian Splatting with Mamba for single view 3D reconstruction
**Authors**: Qiuhong Shen, Xuanyu Yi, Zike Wu, Pan Zhou, Hanwang Zhang, Shuicheng Yan, Xinchao WangAbstract
We tackle the challenge of efficiently reconstructing a 3D asset from a single image with growing demands for automated 3D content creation pipelines. Previous methods primarily rely on Score Distillation Sampling (SDS) and Neural Radiance Fields (NeRF). Despite their significant success, these approaches encounter practical limitations due to lengthy optimization and considerable memory usage. In this report, we introduce Gamba, an end-to-end amortized 3D reconstruction model from single-view images, emphasizing two main insights: (1) 3D representation: leveraging a large number of 3D Gaussians for an efficient 3D Gaussian splatting process; (2) Backbone design: introducing a Mamba-based sequential network that facilitates context-dependent reasoning and linear scalability with the sequence (token) length, accommodating a substantial number of Gaussians. Gamba incorporates significant advancements in data preprocessing, regularization design, and training methodologies. We assessed Gamba against existing optimization-based and feed-forward 3D generation approaches using the real-world scanned OmniObject3D dataset. Here, Gamba demonstrates competitive generation capabilities, both qualitatively and quantitatively, while achieving remarkable speed, approximately 0.6 second on a single NVIDIA A100 GPU.[π Paper](https://arxiv.org/pdf/2403.18795)
### 7. CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
**Authors**: Avinash Paliwal, Wei Ye, Jinhui Xiong, Dmytro Kotovenko, Rakesh Ranjan, Vikas Chandra, Nima Khademi KalantariAbstract
The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.[π Paper](https://arxiv.org/pdf/2403.19495) | [π Project Page](https://people.engr.tamu.edu/nimak/Papers/CoherentGS/index.html)
### 8. InstantSplat: Unbounded Sparse-view Pose-free Gaussian Splatting in 40 Seconds
**Authors**: Zhiwen Fan, Wenyan Cong, Kairun Wen, Kevin Wang, Jian Zhang, Xinghao Ding, Danfei Xu, Boris Ivanovic, Marco Pavone, Georgios Pavlakos, Zhangyang Wang, Yue WangAbstract
While novel view synthesis (NVS) has made substantial progress in 3D computer vision, it typically requires an initial estimation of camera intrinsics and extrinsics from dense viewpoints. This pre-processing is usually conducted via a Structure-from-Motion (SfM) pipeline, a procedure that can be slow and unreliable, particularly in sparse-view scenarios with insufficient matched features for accurate reconstruction. In this work, we integrate the strengths of point-based representations (e.g., 3D Gaussian Splatting, 3D-GS) with end-to-end dense stereo models (DUSt3R) to tackle the complex yet unresolved issues in NVS under unconstrained settings, which encompasses pose-free and sparse view challenges. Our framework, InstantSplat, unifies dense stereo priors with 3D-GS to build 3D Gaussians of large-scale scenes from sparseview & pose-free images in less than 1 minute. Specifically, InstantSplat comprises a Coarse Geometric Initialization (CGI) module that swiftly establishes a preliminary scene structure and camera parameters across all training views, utilizing globally-aligned 3D point maps derived from a pre-trained dense stereo pipeline. This is followed by the Fast 3D-Gaussian Optimization (F-3DGO) module, which jointly optimizes the 3D Gaussian attributes and the initialized poses with pose regularization. Experiments conducted on the large-scale outdoor Tanks & Temples datasets demonstrate that InstantSplat significantly improves SSIM (by 32%) while concurrently reducing Absolute Trajectory Error (ATE) by 80%. These establish InstantSplat as a viable solution for scenarios involving posefree and sparse-view conditions.[π Paper](https://arxiv.org/pdf/2403.20309.pdf) | [π Project Page](https://instantsplat.github.io/) | [π» Code (not yet)]() | [π₯ Explanation Video](https://www.youtube.com/live/JdfrG89iPOA?si=JhoiMxrjVIh91Ws1)
### 9. Sp2360: Sparse-view 360 Scene Reconstruction using Cascaded 2D Diffusion Priors
**Authors**: Soumava Paul, Christopher Wewer, Bernt Schiele, Jan Eric LenssenAbstract
We aim to tackle sparse-view reconstruction of a 360 3D scene using priors from latent diffusion models (LDM). The sparse-view setting is ill-posed and underconstrained, especially for scenes where the camera rotates 360 degrees around a point, as no visual information is available beyond some frontal views focused on the central object(s) of interest. In this work, we show that pretrained 2D diffusion models can strongly improve the reconstruction of a scene with low-cost fine-tuning. Specifically, we present SparseSplat360 (Sp2360), a method that employs a cascade of in-painting and artifact removal models to fill in missing details and clean novel views. Due to superior training and rendering speeds, we use an explicit scene representation in the form of 3D Gaussians over NeRF-based implicit representations. We propose an iterative update strategy to fuse generated pseudo novel views with existing 3D Gaussians fitted to the initial sparse inputs. As a result, we obtain a multi-view consistent scene representation with details coherent with the observed inputs. Our evaluation on the challenging Mip-NeRF360 dataset shows that our proposed 2D to 3D distillation algorithm considerably improves the performance of a regularized version of 3DGS adapted to a sparse-view setting and outperforms existing sparse-view reconstruction methods in 360 scene reconstruction. Qualitatively, our method generates entire 360 scenes from as few as 9 input views, with a high degree of foreground and background detail.[π Paper](https://arxiv.org/pdf/2405.16517) | [π» Code (not yet)]()
## 2023:
### 1. SparseGS: Real-Time 360Β° Sparse View Synthesis using Gaussian Splatting
**Authors**: Haolin Xiong, Sairisheek Muttukuru, Rishi Upadhyay, Pradyumna Chari, Achuta KadambiAbstract
The problem of novel view synthesis has grown significantly in popularity recently with the introduction of Neural Radiance Fields (NeRFs) and other implicit scene representation methods. A recent advance, 3D Gaussian Splatting (3DGS), leverages an explicit representation to achieve real-time rendering with high-quality results. However, 3DGS still requires an abundance of training views to generate a coherent scene representation. In few shot settings, similar to NeRF, 3DGS tends to overfit to training views, causing background collapse and excessive floaters, especially as the number of training views are reduced. We propose a method to enable training coherent 3DGS-based radiance fields of 360 scenes from sparse training views. We find that using naive depth priors is not sufficient and integrate depth priors with generative and explicit constraints to reduce background collapse, remove floaters, and enhance consistency from unseen viewpoints. Experiments show that our method outperforms base 3DGS by up to 30.5% and NeRF-based methods by up to 15.6% in LPIPS on the MipNeRF-360 dataset with substantially less training and inference cost.[π Paper](https://arxiv.org/pdf/2312.00206.pdf) | [π Project Page](https://formycat.github.io/SparseGS-Real-Time-360-Sparse-View-Synthesis-using-Gaussian-Splatting/) | [π» Code (not yet)]()
### 2. FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting
**Authors**: Zehao Zhu, Zhiwen Fan, Yifan Jiang, Zhangyang WangAbstract
Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a few-shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, and Blender[π Paper](https://arxiv.org/pdf/2312.00451.pdf) | [π Project Page](https://zehaozhu.github.io/FSGS/) | [π» Code](https://github.com/VITA-Group/FSGS)
### 3. [CVPR '24] pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction
**Authors**: David Charatan, Sizhe Li, Andrea Tagliasacchi, Vincent SitzmannAbstract
We introduce pixelSplat, a feed-forward model that learns to reconstruct 3D radiance fields parameterized by 3D Gaussian primitives from pairs of images. Our model features real-time and memory-efficient rendering for scalable training as well as fast 3D reconstruction at inference time. To overcome local minima inherent to sparse and locally supported representations, we predict a dense probability distribution over 3D and sample Gaussian means from that probability distribution. We make this sampling operation differentiable via a reparameterization trick, allowing us to back-propagate gradients through the Gaussian splatting representation. We benchmark our method on wide-baseline novel view synthesis on the real-world RealEstate10k and ACID datasets, where we outperform state-of-the-art light field transformers and accelerate rendering by 2.5 orders of magnitude while reconstructing an interpretable and editable 3D radiance field.[π Paper](https://arxiv.org/pdf/2312.12337.pdf) | [π Project Page](https://davidcharatan.com/pixelsplat/) | [π» Code](https://github.com/dcharatan/pixelsplat)
### 4. [CVPR '24] Splatter Image: Ultra-Fast Single-View 3D Reconstruction
**Authors**: Stanislaw Szymanowicz, Christian Rupprecht, Andrea VedaldiAbstract
We introduce the Splatter Image, an ultra-fast approach for monocular 3D object reconstruction which operates at 38 FPS. Splatter Image is based on Gaussian Splatting, which has recently brought real-time rendering, fast training, and excellent scaling to multi-view reconstruction. For the first time, we apply Gaussian Splatting in a monocular reconstruction setting. Our approach is learning-based, and, at test time, reconstruction only requires the feed-forward evaluation of a neural network. The main innovation of Splatter Image is the surprisingly straightforward design: it uses a 2D image-to-image network to map the input image to one 3D Gaussian per pixel. The resulting Gaussians thus have the form of an image, the Splatter Image. We further extend the method to incorporate more than one image as input, which we do by adding cross-view attention. Owning to the speed of the renderer (588 FPS), we can use a single GPU for training while generating entire images at each iteration in order to optimize perceptual metrics like LPIPS. On standard benchmarks, we demonstrate not only fast reconstruction but also better results than recent and much more expensive baselines in terms of PSNR, LPIPS, and other metrics.[π Paper](https://arxiv.org/pdf/2312.13150.pdf) | [π Project Page](https://szymanowiczs.github.io/splatter-image.html) | [π» Code](https://github.com/szymanowiczs/splatter-image) | [π₯ Short Presentation](https://www.youtube.com/watch?v=pcKTf9SVh4g)
## Navigation:
## 2024:
### 1. GaussNav: Gaussian Splatting for Visual Navigation
**Authors**: Xiaohan Lei, Min Wang, Wengang Zhou, Houqiang LiAbstract
In embodied vision, Instance ImageGoal Navigation (IIN) requires an agent to locate a specific object depicted in a goal image within an unexplored environment. The primary difficulty of IIN stems from the necessity of recognizing the target object across varying viewpoints and rejecting potential distractors. Existing map-based navigation methods largely adopt the representation form of Bird's Eye View (BEV) maps, which, however, lack the representation of detailed textures in a scene. To address the above issues, we propose a new Gaussian Splatting Navigation (abbreviated as GaussNav) framework for IIN task, which constructs a novel map representation based on 3D Gaussian Splatting (3DGS). The proposed framework enables the agent to not only memorize the geometry and semantic information of the scene, but also retain the textural features of objects. Our GaussNav framework demonstrates a significant leap in performance, evidenced by an increase in Success weighted by Path Length (SPL) from 0.252 to 0.578 on the challenging Habitat-Matterport 3D (HM3D) dataset.[π Paper](https://arxiv.org/pdf/2403.11625.pdf) | [π Project Page](https://xiaohanlei.github.io/projects/GaussNav/) | [π» Code](https://github.com/XiaohanLei/GaussNav)
### 2. 3DGS-ReLoc: 3D Gaussian Splatting for Map Representation and Visual ReLocalization
**Authors**: Peng Jiang, Gaurav Pandey, Srikanth SaripalliAbstract
This paper presents a novel system designed for 3D mapping and visual relocalization using 3D Gaussian Splatting. Our proposed method uses LiDAR and camera data to create accurate and visually plausible representations of the environment. By leveraging LiDAR data to initiate the training of the 3D Gaussian Splatting map, our system constructs maps that are both detailed and geometrically accurate. To mitigate excessive GPU memory usage and facilitate rapid spatial queries, we employ a combination of a 2D voxel map and a KD-tree. This preparation makes our method well-suited for visual localization tasks, enabling efficient identification of correspondences between the query image and the rendered image from the Gaussian Splatting map via normalized cross-correlation (NCC). Additionally, we refine the camera pose of the query image using feature-based matching and the Perspective-n-Point (PnP) technique. The effectiveness, adaptability, and precision of our system are demonstrated through extensive evaluation on the KITTI360 dataset.[π Paper](https://arxiv.org/pdf/2403.11367)
### 3. Beyond Uncertainty: Risk-Aware Active View Acquisition for Safe Robot Navigation and 3D Scene Understanding with FisherRF
**Authors**: Guangyi Liu, Wen Jiang, Boshu Lei, Vivek Pandey, Kostas Daniilidis, Nader MoteeAbstract
This work proposes a novel approach to bolster both the robot's risk assessment and safety measures while deepening its understanding of 3D scenes, which is achieved by leveraging Radiance Field (RF) models and 3D Gaussian Splatting. To further enhance these capabilities, we incorporate additional sampled views from the environment with the RF model. One of our key contributions is the introduction of Risk-aware Environment Masking (RaEM), which prioritizes crucial information by selecting the next-best-view that maximizes the expected information gain. This targeted approach aims to minimize uncertainties surrounding the robot's path and enhance the safety of its navigation. Our method offers a dual benefit: improved robot safety and increased efficiency in risk-aware 3D scene reconstruction and understanding. Extensive experiments in real-world scenarios demonstrate the effectiveness of our proposed approach, highlighting its potential to establish a robust and safety-focused framework for active robot exploration and 3D scene understanding.[π Paper](https://arxiv.org/pdf/2403.11396)
### 4. 3DGS-Calib: 3D Gaussian Splatting for Multimodal SpatioTemporal Calibration
**Authors**: Quentin Herau, Moussab Bennehar, Arthur Moreau, Nathan Piasco, Luis Roldao, Dzmitry Tsishkou, Cyrille Migniot, Pascal Vasseur, CΓ©dric DemonceauxAbstract
Reliable multimodal sensor fusion algorithms re- quire accurate spatiotemporal calibration. Recently, targetless calibration techniques based on implicit neural representations have proven to provide precise and robust results. Nevertheless, such methods are inherently slow to train given the high compu- tational overhead caused by the large number of sampled points required for volume rendering. With the recent introduction of 3D Gaussian Splatting as a faster alternative to implicit representation methods, we propose to leverage this new ren- dering approach to achieve faster multi-sensor calibration. We introduce 3DGS-Calib, a new calibration method that relies on the speed and rendering accuracy of 3D Gaussian Splatting to achieve multimodal spatiotemporal calibration that is accurate, robust, and with a substantial speed-up compared to methods relying on implicit neural representations. We demonstrate the superiority of our proposal with experimental results on sequences from KITTI-360, a widely used driving dataset.[π Paper](https://arxiv.org/pdf/2403.11577)
### 5. [CVPR '24] HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting
**Authors**: Hongyu Zhou, Jiahao Shao, Lu Xu, Dongfeng Bai, Weichao Qiu, Bingbing Liu, Yue Wang, Andreas Geiger, Yiyi LiaoAbstract
Holistic understanding of urban scenes based on RGB images is a challenging yet important problem. It encompasses understanding both the geometry and appearance to enable novel view synthesis, parsing semantic labels, and tracking moving objects. Despite considerable progress, existing approaches often focus on specific aspects of this task and require additional inputs such as LiDAR scans or manually annotated 3D bounding boxes. In this paper, we introduce a novel pipeline that utilizes 3D Gaussian Splatting for holistic urban scene understanding. Our main idea involves the joint optimization of geometry, appearance, semantics, and motion using a combination of static and dynamic 3D Gaussians, where moving object poses are regularized via physical constraints. Our approach offers the ability to render new viewpoints in real-time, yielding 2D and 3D semantic information with high accuracy, and reconstruct dynamic scenes, even in scenarios where 3D bounding box detection are highly noisy. Experimental results on KITTI, KITTI-360, and Virtual KITTI 2 demonstrate the effectiveness of our approach.[π Paper](https://arxiv.org/pdf/2403.12722.pdf) | [π Project Page](https://xdimlab.github.io/hugs_website/) | [π» Code (not yet)]()
### 6. HO-Gaussian: Hybrid Optimization of 3D Gaussian Splatting for Urban Scenes
**Authors**: Zhuopeng Li, Yilin Zhang, Chenming Wu, Jianke Zhu, Liangjun ZhangAbstract
The rapid growth of 3D Gaussian Splatting (3DGS) has revolutionized neural rendering, enabling real-time production of high-quality renderings. However, the previous 3DGS-based methods have limitations in urban scenes due to reliance on initial Structure-from-Motion(SfM) points and difficulties in rendering distant, sky and low-texture areas. To overcome these challenges, we propose a hybrid optimization method named HO-Gaussian, which combines a grid-based volume with the 3DGS pipeline. HO-Gaussian eliminates the dependency on SfM point initialization, allowing for rendering of urban scenes, and incorporates the Point Densitification to enhance rendering quality in problematic regions during training. Furthermore, we introduce Gaussian Direction Encoding as an alternative for spherical harmonics in the rendering pipeline, which enables view-dependent color representation. To account for multi-camera systems, we introduce neural warping to enhance object consistency across different cameras. Experimental results on widely used autonomous driving datasets demonstrate that HO-Gaussian achieves photo-realistic rendering in real-time on multi-camera urban datasets.[π Paper](https://arxiv.org/pdf/2403.20032.pdf)
### 7. SGD: Street View Synthesis with Gaussian Splatting and Diffusion Prior
**Authors**: Zhongrui Yu, Haoran Wang, Jinze Yang, Hanzhang Wang, Zeke Xie, Yunfeng Cai, Jiale Cao, Zhong Ji, Mingming SunAbstract
Novel View Synthesis (NVS) for street scenes play a critical role in the autonomous driving simulation. The current mainstream technique to achieve it is neural rendering, such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). Although thrilling progress has been made, when handling street scenes, current methods struggle to maintain rendering quality at the viewpoint that deviates significantly from the training viewpoints. This issue stems from the sparse training views captured by a fixed camera on a moving vehicle. To tackle this problem, we propose a novel approach that enhances the capacity of 3DGS by leveraging prior from a Diffusion Model along with complementary multi-modal data. Specifically, we first fine-tune a Diffusion Model by adding images from adjacent frames as condition, meanwhile exploiting depth data from LiDAR point clouds to supply additional spatial information. Then we apply the Diffusion Model to regularize the 3DGS at unseen views during training. Experimental results validate the effectiveness of our method compared with current state-of-the-art models, and demonstrate its advance in rendering images from broader views.[π Paper](https://arxiv.org/pdf/2403.20079.pdf)
## Poses:
## 2024:
### 1. GGRt: Towards Generalizable 3D Gaussians without Pose Priors in Real-Time
**Authors**: Hao Li, Yuanyuan Gao, Dingwen Zhang, Chenming Wu, Yalun Dai, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang, Junwei HanAbstract
This paper presents GGRt, a novel approach to generalizable novel view synthesis that alleviates the need for real camera poses, complexity in processing high-resolution images, and lengthy optimization processes, thus facilitating stronger applicability of 3D Gaussian Splatting (3D-GS) in real-world scenarios. Specifically, we design a novel joint learning framework that consists of an Iterative Pose Optimization Network (IPO-Net) and a Generalizable 3D-Gaussians (G-3DG) model. With the joint learning mechanism, the proposed framework can inherently estimate robust relative pose information from the image observations and thus primarily alleviate the requirement of real camera poses. Moreover, we implement a deferred back-propagation mechanism that enables high-resolution training and inference, overcoming the resolution constraints of previous methods. To enhance the speed and efficiency, we further introduce a progressive Gaussian cache module that dynamically adjusts during training and inference. As the first pose-free generalizable 3D-GS framework, GGRt achieves inference at β₯ 5 FPS and real-time rendering at β₯ 100 FPS. Through extensive experimentation, we demonstrate that our method outperforms existing NeRF-based pose-free techniques in terms of inference speed and effectiveness. It can also approach the real pose-based 3D-GS methods. Our contributions provide a significant leap forward for the integration of computer vision and computer graphics into practical applications, offering state-of-the-art results on LLFF, KITTI, and Waymo Open datasets and enabling real-time rendering for immersive experiences.[π Paper](https://arxiv.org/pdf/2403.10147) [π Project Page](https://3d-aigc.github.io/GGRt/)
### 2. GS-Pose: Cascaded Framework for Generalizable Segmentation-based 6D Object Pose Estimation
**Authors**: Dingding Cai, Janne HeikkilΓ€, Esa RahtuAbstract
This paper introduces GS-Pose, an end-to-end framework for locating and estimating the 6D pose of objects. GS-Pose begins with a set of posed RGB images of a previously unseen object and builds three distinct representations stored in a database. At inference, GS-Pose operates sequentially by locating the object in the input image, estimating its initial 6D pose using a retrieval approach, and refining the pose with a render-and-compare method. The key insight is the application of the appropriate object representation at each stage of the process. In particular, for the refinement step, we utilize 3D Gaussian splatting, a novel differentiable rendering technique that offers high rendering speed and relatively low optimization time. Off-the-shelf toolchains and commodity hardware, such as mobile phones, can be used to capture new objects to be added to the database. Extensive evaluations on the LINEMOD and OnePose-LowTexture datasets demonstrate excellent performance, establishing the new state-of-the-art.[π Paper](https://arxiv.org/pdf/2403.10683) | [π Project Page](https://dingdingcai.github.io/gs-pose/) | [π» Code (not yet)](https://github.com/dingdingcai/GS-pose) | [π₯ Short Presentation](https://youtu.be/SnJazusDLM8)
## Large-Scale:
## 2024:
### 1. [SIGGRAPH '24] A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets
**Authors**: Bernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer, Alexandre Lanvin, George DrettakisAbstract
Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.[π Paper (Low Resolution)](https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/hierarchical-3d-gaussians_low.pdf) | [π Paper (High Resolution)](https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/hierarchical-3d-gaussians_high.pdf) | [π Project Page](https://repo-sam.inria.fr/fungraph/hierarchical-3d-gaussians/)
### 2. Fed3DGS: Scalable 3D Gaussian Splatting with Federated Learning
**Authors**: Teppei SuzukiAbstract
In this work, we present Fed3DGS, a scalable 3D reconstruction framework based on 3D Gaussian splatting (3DGS) with federated learning. Existing city-scale reconstruction methods typically adopt a centralized approach, which gathers all data in a central server and reconstructs scenes. The approach hampers scalability because it places a heavy load on the server and demands extensive data storage when reconstructing scenes on a scale beyond city-scale. In pursuit of a more scalable 3D reconstruction, we propose a federated learning framework with 3DGS, which is a decentralized framework and can potentially use distributed computational resources across millions of clients. We tailor a distillation-based model update scheme for 3DGS and introduce appearance modeling for handling non-IID data in the scenario of 3D reconstruction with federated learning. We simulate our method on several large-scale benchmarks, and our method demonstrates rendered image quality comparable to centralized approaches. In addition, we also simulate our method with data collected in different seasons, demonstrating that our framework can reflect changes in the scenes and our appearance modeling captures changes due to seasonal variations.[π Paper](https://arxiv.org/pdf/2403.11460) | [π» Code](https://github.com/DensoITLab/Fed3DGS)
### 3. GS-Pose: Cascaded Framework for Generalizable Segmentation-based 6D Object Pose Estimation
**Authors**: Dingding Cai, Janne HeikkilΓ€, Esa RahtuAbstract
This paper introduces GS-Pose, an end-to-end framework for locating and estimating the 6D pose of objects. GS-Pose begins with a set of posed RGB images of a previously unseen object and builds three distinct representations stored in a database. At inference, GS-Pose operates sequentially by locating the object in the input image, estimating its initial 6D pose using a retrieval approach, and refining the pose with a render-and-compare method. The key insight is the application of the appropriate object representation at each stage of the process. In particular, for the refinement step, we utilize 3D Gaussian splatting, a novel differentiable rendering technique that offers high rendering speed and relatively low optimization time. Off-the-shelf toolchains and commodity hardware, such as mobile phones, can be used to capture new objects to be added to the database. Extensive evaluations on the LINEMOD and OnePose-LowTexture datasets demonstrate excellent performance, establishing the new state-of-the-art.[π Paper](https://arxiv.org/pdf/2403.10683) | [π Project Page](https://dingdingcai.github.io/gs-pose/) | [π» Code](https://github.com/dingdingcai/GSPose) | [π₯ Short Presentation](https://youtu.be/SnJazusDLM8)
### 4. Creating Seamless 3D Maps Using Radiance Fields
**Authors**: Sai Tarun Sathyan, Thomas B. KinsmanAbstract
It is desirable to create 3D object models and 3D maps from 2D input images for applications such as navigation, virtual tourism, and urban planning. The traditional methods of creating 3D maps, (such as photogrammetry), require a large number of images and odometry. Additionally, traditional methods have difficulty with reflective surfaces and specular reflections; windows and chrome in the scene can be problematic. Google Road View is a familiar application, which uses traditional methods to fuse a collection of 2D input images into the illusion of a 3D map. However, Google Road View does not create an actual 3D object model, only a collection of views. The objective of this work is to create an actual 3D object model using updated techniques. Neural Radiance Fields (NeRF[1]) has emerged as a potential solution, offering the capability to produce more precise and intricate 3D maps. Gaussian Splatting[4] is another contemporary technique. This investigation compares Neural Radiance Fields to Gaussian Splatting, and describes some of their inner workings. Our primary contribution is a method for improving the results of the 3D reconstructed models. Our results indicate that Gaussian Splatting was superior to the NeRF technique.[π Paper](https://arxiv.org/pdf/2403.11364.pdf)
### 5. HGS-Mapping: Online Dense Mapping Using Hybrid Gaussian Representation in Urban Scenes
**Authors**: Ke Wu, Kaizhao Zhang, Zhiwei Zhang, Shanshuai Yuan, Muer Tie, Julong Wei, Zijun Xu, Jieru Zhao, Zhongxue Gan, Wenchao DingAbstract
Online dense mapping of urban scenes forms a fundamental cornerstone for scene understanding and navigation of autonomous vehicles. Recent advancements in mapping methods are mainly based on NeRF, whose rendering speed is too slow to meet online requirements. 3D Gaussian Splatting (3DGS), with its rendering speed hundreds of times faster than NeRF, holds greater potential in online dense mapping. However, integrating 3DGS into a street-view dense mapping framework still faces two challenges, including incomplete reconstruction due to the absence of geometric information beyond the LiDAR coverage area and extensive computation for reconstruction in large urban scenes. To this end, we propose HGS-Mapping, an online dense mapping framework in unbounded large-scale scenes. To attain complete construction, our framework introduces Hybrid Gaussian Representation, which models different parts of the entire scene using Gaussians with distinct properties. Furthermore, we employ a hybrid Gaussian initialization mechanism and an adaptive update method to achieve high-fidelity and rapid reconstruction. To the best of our knowledge, we are the first to integrate Gaussian representation into online dense mapping of urban scenes. Our approach achieves SOTA reconstruction accuracy while only employing 66% number of Gaussians, leading to 20% faster reconstruction speed.[π Paper](https://arxiv.org/pdf/2403.20159.pdf)
### 6. CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians
**Authors**: Yang Liu, He Guan, Chuanchen Luo, Lue Fan, Junran Peng, Zhaoxiang ZhangAbstract
The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales.[π Paper](https://arxiv.org/pdf/2403.20159.pdf) | [π Project Page](https://dekuliutesla.github.io/citygs/) | [π» Code (not yet)]()
### 7. MM-Gaussian: 3D Gaussian-based Multi-modal Fusion for Localization and Reconstruction in Unbounded Scenes
**Authors**: Chenyang Wu, Yifan Duan, Xinran Zhang, Yu Sheng, Jianmin Ji, Yanyong ZhangAbstract
Localization and mapping are critical tasks for various applications such as autonomous vehicles and robotics. The challenges posed by outdoor environments present particular complexities due to their unbounded characteristics. In this work, we present MM-Gaussian, a LiDAR-camera multi-modal fusion system for localization and mapping in unbounded scenes. Our approach is inspired by the recently developed 3D Gaussians, which demonstrate remarkable capabilities in achieving high rendering quality and fast rendering speed. Specifically, our system fully utilizes the geometric structure information provided by solid-state LiDAR to address the problem of inaccurate depth encountered when relying solely on visual solutions in unbounded, outdoor scenarios. Additionally, we utilize 3D Gaussian point clouds, with the assistance of pixel-level gradient descent, to fully exploit the color information in photos, thereby achieving realistic rendering effects. To further bolster the robustness of our system, we designed a relocalization module, which assists in returning to the correct trajectory in the event of a localization failure. Experiments conducted in multiple scenarios demonstrate the effectiveness of our method.[π Paper](https://arxiv.org/pdf/2404.04026)
### 8. On Scaling Up 3D Gaussian Splatting Training
**Authors**: Hexu Zhao, Haoyang Weng, Daohan Lu, Ang Li, Jinyang Li, Aurojit Panda, Saining XieAbstract
3D Gaussian Splatting (3DGS) is increasingly popular for 3D reconstruction due to its superior visual quality and rendering speed. However, 3DGS training currently occurs on a single GPU, limiting its ability to handle high-resolution and large-scale 3D reconstruction tasks due to memory constraints. We introduce Grendel, a distributed system designed to partition 3DGS parameters and parallelize computation across multiple GPUs. As each Gaussian affects a small, dynamic subset of rendered pixels, Grendel employs sparse all-to-all communication to transfer the necessary Gaussians to pixel partitions and performs dynamic load balancing. Unlike existing 3DGS systems that train using one camera view image at a time, Grendel supports batched training with multiple views. We explore various optimization hyperparameter scaling strategies and find that a simple sqrt(batch size) scaling rule is highly effective. Evaluations using large-scale, high-resolution scenes show that Grendel enhances rendering quality by scaling up 3DGS parameters across multiple GPUs. On the Rubble dataset, we achieve a test PSNR of 27.28 by distributing 40.4 million Gaussians across 16 GPUs, compared to a PSNR of 26.28 using 11.2 million Gaussians on a single GPU. Grendel is an open-source project available at: https://github.com/nyu-systems/Grendel-GS[π Paper](https://arxiv.org/abs/2406.18533) | [π Project Page](https://daohanlu.github.io/scaling-up-3dgs/) | [π» Code](https://github.com/nyu-systems/Grendel-GS)
## Data
- [NERDS 360 Multi-View dataset for Outdoor Scenes](https://zubair-irshad.github.io/projects/neo360.html)
## Courses
- [MIT Inverse Rendering Lectures (Module 2)](https://www.scenerepresentations.org/courses/inverse-graphics-23/)
## Open Source Implementations
### Reference
- [Gaussian Splatting](https://github.com/graphdeco-inria/gaussian-splatting)### Unofficial Implementations
| | Language | License |
|---------------------------------------------------------------------------------------------|----------------|------------|
| [Taichi 3D Gaussian Splatting](https://github.com/wanmeihuali/taichi_3d_gaussian_splatting) | taichi | Apache-2.0 |
| [Gaussian Splatting 3D](https://github.com/heheyas/gaussian_splatting_3d) | Python/CUDA | |
| [3D Gaussian Splatting](https://github.com/WangFeng18/3d-gaussian-splatting) | Python/CUDA | MIT |
| [fast](https://github.com/MrNeRF/gaussian-splatting-cuda) | C++/CUDA | Inria/MPII |
| [nerfstudio](https://github.com/nerfstudio-project/gsplat) | Python/CUDA | Apache-2.0 |
| [taichi-splatting](https://github.com/uc-vision/taichi-splatting) | taichi/PyTorch | Apache-2.0 |
| [OpenSplat](https://github.com/pierotofy/OpenSplat) | C++/CPU or GPU | AGPL-3.0 |
| [3D Gaussian Splatting](https://github.com/joeyan/gaussian_splatting) | Python/CUDA | MIT |
| [Grendel Distributed 3DGS](https://github.com/nyu-systems/Grendel-GS) | Python/CUDA | Apache-2.0 |### 2D Gaussian Splatting
- [jupyter notebook 2D GS splatting](https://github.com/OutofAi/2D-Gaussian-Splatting)### Gaussian Style Transfer
- [Direct Gaussian Style Optimization (DGSO): Stylizing 3D Gaussian Splats](https://github.com/An-u-rag/stylized-gaussian-splatting) - Applying style transfer during gaussian optimization to produce stylized gaussian splats of a scene.### Game Engines
- [Unity](https://github.com/aras-p/UnityGaussianSplatting)
- [PlayCanvas](https://github.com/playcanvas/engine/tree/main/src/scene/gsplat)
- [Unreal](https://github.com/xverse-engine/XV3DGS-UEPlugin)### Viewers
- [WebGL Viewer 1](https://github.com/antimatter15/splat)
- [WebGL Viewer 2](https://github.com/kishimisu/Gaussian-Splatting-WebGL)
- [WebGL Viewer 3](https://github.com/BladeTransformerLLC/gauzilla)
- [WebGPU Viewer 1](https://github.com/cvlab-epfl/gaussian-splatting-web)
- [WebGPU Viewer 2](https://github.com/MarcusAndreasSvensson/gaussian-splatting-webgpu)
- [WebGPU Viewer 3](https://github.com/KeKsBoTer/web-splat)
- [Three.js](https://github.com/mkkellogg/GaussianSplats3D)
- [A-Frame](https://github.com/quadjr/aframe-gaussian-splatting)
- [Nerfstudio Unofficial](https://github.com/yzslab/nerfstudio/tree/gaussian_splatting)
- [Nerfstudio Viser](https://github.com/nerfstudio-project/viser)
- [Blender (Editor)](https://github.com/ReshotAI/gaussian-splatting-blender-addon/tree/master)
- [WebRTC viewer](https://github.com/dylanebert/gaussian-viewer)
- [iOS & Metal viewer](https://github.com/laanlabs/metal-splats)
- [jupyter notebook](https://github.com/shumash/gaussian-splatting/blob/mshugrina/interactive/interactive.ipynb)
- [PyOpenGL viewer (also with official CUDA backend)](https://github.com/limacv/GaussianSplattingViewer.git)
- [PlayCanvas Viewer](https://github.com/playcanvas/model-viewer)
- [gsplat.js](https://github.com/dylanebert/gsplat.js)
- [Splatapult](https://github.com/hyperlogic/splatapult) - 3d gaussian splatting renderer in C++ and OpenGL, works with OpenXR for tethered VR
- [3DGS.cpp](https://github.com/shg8/3DGS.cpp) - cross-platform, high performance 3DGS renderer in C++ and Vulkan Compute, supporting Windows, macOS, Linux, iOS, and visionOS
- [vkgs](https://github.com/jaesung-cs/vkgs) - cross-platform, high performance 3DGS renderer in C++ and Vulkan Compute/Graphics
- [spaTV](https://github.com/antimatter15/splaTV) - WebGL Viewer for 4D Gaussians (based on SpaceTime Gaussian) with demo [here](http://antimatter15.com/splaTV/)
- [Taichi Viewer](https://github.com/uc-vision/splat-viewer)
- [uc-vision-splat-viewer](https://github.com/uc-vision/splat-viewer)(3D gaussin splatting renderer with benchmarking capability)
- [splatviz](https://github.com/Florian-Barthel/splatviz) - Viewer that allows you to edit the rendering code during runtime or to display multiple scenes at once.### Utilities
- [Kapture](https://github.com/naver/kapture) - A unified data format to facilitate visual localization and structure from motion e.g. for bundler to colmap model conversion
- [Kapture image cropper script](https://gist.github.com/jo-chemla/258e6e40d3d6c2220b29518ff3c17c40) - Undistorted image cropper script to remove black borders with included conversion instructions
- [camorph](https://github.com/Fraunhofer-IIS/camorph) - A toolbox for conversion between camera parameter conventions e.g. Reality Capture to colmap model
- [3DGS Converter](https://github.com/francescofugazzi/3dgsconverter) - A tool for converting 3D Gaussian Splatting .ply files into a format suitable for Cloud Compare and vice-versa
- [SuperSplat](https://github.com/playcanvas/super-splat) - Open source browser-based tool to clean/filter, reorient and compress .ply/.splat files
- [SpectacularAI](https://github.com/SpectacularAI/point-cloud-tools) - Conversion scripts for different 3DGS conventions
- [GSOPs](https://github.com/david-rhodes/GSOPs) - GSOPs (Gaussian Splat Operators) for SideFX Houdini. Import, edit, and export models, or generate synthetic training data
- [Point Cloud Editor](https://github.com/JohannesKrueger/pointcloudeditor) - Clean and edit pointclouds from that are in colmap sparse format in a browser to improve reconstruction results### Tutorial
- [Tutorial from the authors of 3DGS](https://3dgstutorial.github.io/)### Framework
- [msplat](https://github.com/pointrix-project/msplat) - A modular differential gaussian rasterization library.
- [GauStudio](https://github.com/GAP-LAB-CUHK-SZ/gaustudio) - Unified framework with different paper implementations
- [gaussian-splatting-lightning](https://github.com/yzslab/gaussian-splatting-lightning) - A 3D Gaussian Splatting framework with various derived algorithms and an interactive web viewer### Other
- [My-exp-Gaussians](https://github.com/ingra14m/My-exp-Gaussians) - Enhancing the ability of 3D Gaussians to model complex scenes
- [360-gaussian-splatting](https://github.com/inuex35/360-gaussian-splatting) - Generate gaussian splatting directly from 360 images## Blog Posts
1. [Gaussian Splatting is pretty cool](https://aras-p.info/blog/2023/09/05/Gaussian-Splatting-is-pretty-cool/)
2. [Making Gaussian Splats smaller](https://aras-p.info/blog/2023/09/13/Making-Gaussian-Splats-smaller/)
3. [Making Gaussian Splats more smaller](https://aras-p.info/blog/2023/09/27/Making-Gaussian-Splats-more-smaller/)
4. [Introduction to 3D Gaussian Splatting](https://huggingface.co/blog/gaussian-splatting)
5. [Very good (technical) intro to 3D Gaussian Splatting](https://medium.com/@AriaLeeNotAriel/numbynum-3d-gaussian-splatting-for-real-time-radiance-field-rendering-kerbl-et-al-60c0b25e5544)
6. [Write up on some mathematical details of the 3DGS implementation](https://github.com/kwea123/gaussian_splatting_notes)
7. [Discussion about gs universal format](https://github.com/mkkellogg/GaussianSplats3D/issues/47#issuecomment-1801360116)
8. [Math explanation to understand 3DGS](https://github.com/chiehwangs/3d-gaussian-theory)
9. [Compressing Gaussian Splats](https://blog.playcanvas.com/compressing-gaussian-splats/)
10. [Comprehensive overview of Gaussian Splatting](https://towardsdatascience.com/a-comprehensive-overview-of-gaussian-splatting-e7d570081362)
11. [Gaussian Head Avatars: A Summary](https://towardsdatascience.com/gaussian-head-avatars-a-summary-2bd17bd48500)
12. [NeRFs vs. 3DGS](https://edwardahn.me/writing/NeRFvs3DGS/)
13. [Howto capture images for 3DGS](https://medium.com/@heyulei/capture-images-for-gaussian-splatting-81d081bbc826)
14. [Mathematical details of forward and backward passes](https://github.com/joeyan/gaussian_splatting/blob/main/MATH.md)
15. [3D in Geospatial: NeRFs, Gaussian Splatting, and Spatial Computing](https://ckoziol.com/blog/2024/radiance_methods/)## Tutorial Videos
1. [Getting Started with 3DGS for Windows](https://youtu.be/UXtuigy_wYc?si=j1vfORNspcocSH-b)
2. [How to view 3DGS Scenes in Unity](https://youtu.be/5_GaPYBHqOo?si=6u9j1HqXwF_5WSUL)
3. [Two-minute explanation of 3DGS](https://youtu.be/HVv_IQKlafQ?si=w5c9XKHfKIBuXDLW)
4. [Jupyter notebook tutorial](https://www.youtube.com/watch?v=OcvA7fmiZYM&t=2s)
5. [Intro to gaussian splatting (and Unity plugin)](https://www.xuanprada.com/blog/2023/10/22/intro-to-gaussian-splatting)
6. [Computerphile 3DGS explanation](https://youtu.be/VkIJbpdTujE?si=1GLjzBfF9LCuT22o)## Credits
- Thanks to [Leonid Keselman](https://github.com/leonidk) for informing me about the release of the paper "Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting".
- Thanks to [Eric Haines](https://github.com/erich666) for suggesting the jupyter notebook viewer, windows tutorial and for fixing text hyphenations and other issues.
- Thanks to [Henry Pearce](https://github.com/henrypearce4D) for maintaining contributions.