Papers for

3d graphics developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Voxel selective splatting improves 3d object reconstruction from few images

VS-Splat: Voxel-Selective feed-forward Gaussian Splatting for end-to-end 3D object reconstruction from sparse-views

Abstract: Feed-forward Gaussian splatting models have demonstrated remarkable effectiveness in reconstructing three-dimensional (3D) objects from a few two-dimensional (2D) images, even if they are unseen. As existing methods typically predict Gaussian primitives uniformly across the 3D space, most primitives are placed in non-object regions. This may hinder the representation of fine object details. This paper proposes a Voxel-Selective Gaussian Splatting model (VS-Splat), a new end-to-endfeed-forward Gaussian splatting framework that predicts many primitives only within selected voxels that are likely to belong to an object, without 3D structural supervision. To achieve this, we propose a new learnable voxel selection approach that identifies object-centric voxels only with 2D rendering supervision. Our sparse-view rendering experiments with three benchmark datasets show that proposed VS-Splat outperforms several state-of-the-art methods. We further demonstrate its effectiveness as a backbone for an existing densification method and show that anoptional extension improves its robustness to inaccurate camera pose estimates.

Fri 11 SeptComputer Vision and Pattern Recognition
The gist
Reconstructing 3D objects from just a few photos is hard because many 3D models waste effort representing empty space instead of the object. The authors came up with a new method called VS-Splat that focuses on likely parts of the 3D space where the object is, using only 2D images to guide the process. This approach places fewer points outside the object and captures finer details better. Their tests show VS-Splat works better than previous methods, and it can also improve other 3D reconstruction techniques and handle camera errors better.
Open 2609.12343v1

View-structured conformal prediction improves 3d gaussian splatting reliability

View-Structured Conformal Prediction for 3D Gaussian Splatting

Abstract: 3D Gaussian Splatting (3DGS) renders novel views in real time, but an uncertainty heatmap does not certify that a rendered view meets a certain prediction coverage. We treat novel-view synthesis as structured regression and ask that, with probability at least $1-α$, RGB prediction boxes cover at least a $1-β$ fraction of pixels in a new view. We propose View-Structured Conformal Prediction (VSCP). It splits the pre-calibration scale into a spatial shape from the renderer and a transferable view-difficulty factor, which predicts the smallest view-wise multiplier that shape needs. A held-out quantile over views (View-CP) then gives finite-sample validity even when transferring to new scenes. The same factorization makes the analysis exact: a conformity score is the ratio of oracle to predicted view difficulty, and excess width separates into a test-side and a calibration-side term. Across 13 real scenes, pixel-pooled calibration reaches 89.9\% marginal pixel coverage but only 61.4\% view-event coverage at a 90\% target, while View-CP reaches 91.7--92.0\%. At matched coverage VSCP cuts width by 22.1\% against a constant scale, and matches a ten-model ensemble's 21.0\% reduction using only one model per scene and four rather than ten rasterization passes per query. VSCP also improves on the closest single-model baseline, the 3DGS-U field, by 4.7 points ($p=0.0225$). The view predictor transfers from bounded source families to all nine unbounded Mip-NeRF~360 scenes. There the full scale beats the constant scale with 20.7\% width saving on all nine scenes. It also keeps an 18.3\% saving under a different densification backbone and runs at 216--280 FPS on an RTX~4090.

Wed 9 SeptMachine LearningComputer Vision and Pattern Recognition
The gist
Rendering new 3D views quickly can be uncertain, and it's hard to know how accurate these images are pixel by pixel. The authors treat generating new views as a prediction problem and propose a method called View-Structured Conformal Prediction (VSCP) to give reliable guarantees about the accuracy of these images across different views. VSCP adjusts the confidence scale based on the difficulty of each view, leading to better and tighter uncertainty estimates. Tested on real scenes, their method shows improved coverage and efficiency compared to previous approaches.
Open 2609.10307v1

Adaptive bidirectional learning improves 3D scene representations

RouteBridge: Reliability-Routed Bidirectional Distillation Between Neural Radiance Fields and 3D Gaussian Splatting

Abstract: Neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS) encode a scene with complementary inductive biases, but existing cross-representation distillation typically fixes one representation as teacher for the entire scene. A globally fixed teacher can propagate local reconstruction errors. We present RouteBridge, a bidirectional framework that selects the teaching direction for each ray. Its reliability estimator combines photometric residuals with representation-specific geometric evidence and routes supervision from NeRF to 3DGS, from 3DGS to NeRF, or abstains. A renderer-independent interface transfers color, opacity, and normalized depth without shared features or point correspondence. On mip-NeRF 360, the NeRF and 3DGS exports reach 28.56 and 28.77 dB, respectively. The 3DGS export improves over 3DGS by 1.56 dB and over NeRF-GS by 0.45 dB while reducing LPIPS to 0.207. On static three-view DTU, RouteBridge obtains 21.12 dB. Ablations show that both adaptive routing and geometric ray targets contribute to the improvement.

Wed 9 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
This paper deals with two popular ways to digitally represent 3D scenes: neural radiance fields (NeRFs) and 3D Gaussian splatting (3DGS). Each method has strengths and weaknesses, and previous attempts to combine them used one as the teacher for the other across the whole scene. The authors created RouteBridge, a system that decides the best teaching direction for each view ray, improving image quality by using a combination of visual errors and geometric clues. This flexible approach leads to better 3D scene reconstructions than using either method alone or previous fixed-teacher approaches.
Open 2609.09606v1

3D Gaussian splatting simplified for faster and smaller rendering

CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation

Abstract: While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.

Tue 8 SeptComputer Vision and Pattern Recognition
The gist
Rendering detailed 3D scenes often requires lots of tiny glowing spots called Gaussians, which can be slow and use a lot of storage. The authors propose a way to combine many of these spots into fewer, smarter ones without hurting image quality. They group nearby Gaussians using a special geometric method and then predict how to merge each group into one spot. This approach speeds up rendering significantly while keeping the scenes looking great, and it works on existing models without retraining.
Open 2609.08730v1

Improving 3D scene geometry from few images using tensor voting

TV-SGS: Gaussian Splatting with Geometric Information Propagation via Tensor Voting under sparse views

Abstract: Gaussian Splatting has been effective in inferring scene representations that excel in novel view synthesis. Multiple splats cooperate seamlessly to synthesize the pixels of novel views and are jointly optimized even though they only affect each other indirectly, via pixels they project to in common. We present an approach that enables direct communication among splats to enhance the geometric structures they form in 3D. This is accomplished by Tensor Voting, which was originally designed to infer structures from noisy inputs and has been adapted here to provide supervision during test-time optimization, leading to more accurate scene geometry. We introduce a new class of 3D losses that do not rely on rendering and can be combined with essentially all losses previously reported in the literature. Our 3D losses are especially effective when the input views are sparse and geometric regularization is essential due to limited supervision from the images. Our method is easy to integrate with a diverse set of backbones, and our experiments on the DTU and Tanks-and-Temples datasets demonstrate that TV-SGS improves the geometry of the outputs compared to the backbone, while maintaining or improving rendering quality.

Mon 7 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D scenes from photos is tricky, especially when you only have a few pictures. The authors improved a method called Gaussian Splatting by making parts of the 3D model communicate directly using a technique called Tensor Voting. This helps the 3D shapes become clearer and more accurate, even when there aren’t many pictures to guide the process. Their approach works well with existing methods and improves how 3D scenes look and feel.
Open 2609.07734v1

Heat kernel textures improve 3D surface texturing without UV mapping

Heat Kernel Textures: the Geodesic Gaussians That Do Not Splat

Abstract: 3D Gaussian Splatting has recently revolutionised novel view synthesis as well as many other 3D vision methods and applications. Drawing inspiration from this representation, we now rethink textures to overcome the main issues of UV mapping while considerably lowering their memory footprint. Heat Kernel Textures (HKTex) eliminate UV unwrapping as well as their persistent issues of wasted UV space, seams, distortions, vertex-duplication, and varying resolution. Grounded in discrete Riemannian geometry and intrinsically defined on any manifold surface discretised as a triangular mesh, HKTex uses anisotropic heat kernels as geodesic equivalents to Gaussians. Like our kernels, also the optimisation of their position and the adaptive densification strategies were redefined to operate on the surface of the object to be textureised. Our novel representation is also fully integrated with a physically based renderer and can be optimised either from existing textures or multi-view images. Our project page and code are available at circle-group.github.io/research/HeatKernelTextures.

Mon 7 SeptComputer Vision and Pattern RecognitionGraphicsMachine Learning
The gist
Texturing 3D objects usually involves flattening their surfaces into 2D maps, which can waste space and cause problems like seams and distortions. The authors propose Heat Kernel Textures (HKTex), a way to apply textures directly on 3D surfaces using math from geometry to avoid these issues. Instead of relying on traditional UV maps, HKTex uses special heat kernel functions spread over the object’s surface, which can be optimized from images or existing textures. This approach reduces memory use and works naturally on any mesh shape without flattening.
Open 2609.07557v1