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# Gaussian Splatting

11 related articles

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  1. arXiv

    One photo is enough for a 3D plant: Plant Orbiter orbits a video diffusion model around the specimen and holds mean height error to 5.9%

    Digitizing a plant in 3D usually takes tens to hundreds of calibrated photographs, or costly laser scanning and robotic capture, while single-image generators struggle to align their output back to the input photo. Plant Orbiter uses a video diffusion model to synthesize an orbit video around the plant from one frontal image, then fits 3D Gaussian splats using the known camera path, skipping structure-from-motion camera recovery. Across PlantDreamer, Botany-Bot and PLANesT, its 3D F-score leads the compared methods on every tested dataset, its input-view IoU reaches 0.552 and 0.556 on PlantDreamer and Botany-Bot, and height measured on the GrowSplat time series gives a mean absolute percentage error of 5.9%.

  2. Trained Gaussian-splat scenes no longer need retraining to shrink: post-hoc entropy coding reaches 6.0x on 13 scenes at a 0.03 dB quality change

    Trained anchor-based Gaussian-splat scenes stay too large for phones and headsets, and existing post-hoc converters saturate early. This scheme treats a trained model as a read-only artifact, fits a per-scene hash-grid entropy context with per-channel Laplace distributions, and codes attributes into a Morton-ordered, progressively decodable bitstream. Across 13 scenes on three benchmarks, the post-hoc mode averages 6.0x compression at a -0.03 dB quality change and runs unchanged on third-party checkpoints.

  3. arXiv

    World models stop growing with video length: L3G-World keeps a latent 3D Gaussian memory and runs at 9.02 FPS on one H100

    Interactive world models have been limited by memory that grows with stream length: temporal context runs out of GPU memory, and explicit 3D memories slow down as redundant primitives accumulate frame by frame. L3G-World replaces that with a compact latent 3D Gaussian memory that spawns Gaussians only in newly observed regions, refines existing ones with residual updates, and stores a VAE latent feature in each Gaussian so the memory renders directly into the diffusion transformer's latent space without re-encoding. On 481-frame loop-closure trajectories from DL3DV and RealEstate10K, full L3G-World reaches PSNR of 16.00 and 18.36, and with few-step distillation it generates at 9.02 FPS on a single H100.

  4. arXiv

    3D Gaussian Splatting research without hand-written code: SplatLab runs from a one-line prompt to a manuscript, each beating its reproduced baseline

    SplatLab hands the 3D Gaussian Splatting research loop to 36 agents: it reproduces a published baseline, mutates a verified plugin, trains, ablates and writes a manuscript, binding every reported number to a logged GPU run. On Mip-NeRF 360 and LLFF its manuscripts beat their reproduced targets on PSNR; on astrophotographic nebula rendering, where no prior 3DGS method exists, Nebula3DGS-v2 raises PSNR from the 3DGS baseline's 32.58 dB to 36.36 dB.

  5. arXiv

    Driving planners get the missing future frames: rendering along candidate trajectories lifts NAVSIM v1 from 86.2 to 91.3

    Driving world action models explore candidate trajectories absent from logs during reinforcement-learning post-training, but logs store future video only for recorded trajectories, so those candidates lack matched visual supervision. SimVTA renders future video along candidate paths with a simulator that reconstructs real scenes via 3D Gaussian Splatting, giving prediction-independent targets, then selects high-reward, high-error futures by trajectory reward and video prediction error for flow-matching supervision while GRPO optimizes planning. On NAVSIM v1 it raises PDMS from 86.2 to 91.3, reaches 88.2 EPDMS on NAVSIM v2, and averages 38.8 HD-Score on HUGSIM.

  6. arXiv

    Building inspection stops at pixels: pulling Gaussian centers onto real surfaces cuts height error to 0.33%

    Three-dimensional Gaussian reconstruction for building inspection no longer aims only at photorealistic views: with region and point-wise depth supervision, Gaussian centers are pulled toward physical surfaces, cutting depth error by 58.1% and 86.8% on synthetic UAV and smartphone-captured data, with a mean relative height-measurement error of 0.33%.

  7. arXiv

    RDGSplat decodes render-dedicated geometry on a frozen 3D foundation model, lifting WM2.0 on RE10K from 20.918 to 24.266 dB while leaving its metric predictions unchanged

    RDGSplat introduces a two-pass framework that decodes a render-dedicated geometry from a frozen 3D foundation model by duplicating pretrained decoders and optimizing them under photometric supervision alone, together with a target-pose conditioned adapter that reformulates the representation those decoders read, while the model's metric predictions remain unchanged. Across four benchmarks and three feed-forward backbones, it improves novel view synthesis, raising WM2.0 on RE10K from 20.918 to 24.266 dB with 205.5 M added trainable parameters, and the depth and pose the same model predicts are bit-exact.

  8. arXiv

    VolS-GS solves volumetric subsurface scattering with a differentiable finite-volume solver on the Gaussian occupancy domain, improving relighting on three OLAT benchmarks

    VolS-GS turns the spatial support of a Gaussian scene into an occupancy field on a coarse grid and runs a differentiable finite-volume light-transport solve on it, with a small network predicting per-Gaussian scattering and absorption coefficients so light can propagate through the object's interior; across three OLAT benchmarks it consistently improves relighting quality on held-out lights and views over GS3, SSS-GS, RNG, and SSD-GS.

  9. arXiv

    Imagine3D-LLM has multimodal LLMs imagine a compact 3D scene before answering, reaching 68.5 average on SPAR-Bench at 7B scale

    The work introduces Imagine3D-LLM: a small set of learnable Gaussian summary tokens is appended after the image tokens, decoded into a compact 3D Gaussian Splatting representation, and trained jointly with a photometric reconstruction loss and standard next-token prediction, so that a multi-view multimodal LLM assembles a coarse 3D scene representation before answering; it consistently outperforms prior approaches across seven spatial reasoning and 3D scene understanding benchmarks, reaching 68.5 average on SPAR-Bench and surpassing the strongest spatially-aware baseline 3DThinker-7B by 5.2 points.

  10. arXiv

    Gabor primitives reconstruct accelerated cardiac cine MRI with higher PSNR than compressed sensing, Gaussian primitives, and hash-grid INR baselines on both Cartesian and radial trajectories

    The work proposes Gabor primitives for MRI reconstruction, modulating each Gaussian envelope with a complex exponential so its spectral support can be placed at an arbitrary k-space location, and designs a two-basis low-rank temporal model separating geometry and signal-intensity dynamics; on 99 Cartesian (R=12, R=16) and 102 radial (R≈23) cardiac cine acquisitions, Gabor primitives achieve the highest PSNR and SSIM in all settings, improving over Gaussian primitives by +1.11/+0.72/+0.86 dB and over PICS by +2.34 dB on radial data, with a parameter ratio ρ<0.5 and continuous-resolution evaluation enabling 4× super-resolution.