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.

Point cloud upsampling improves with distilled multi-view visual knowledge

ControlFlow3D: Distilling Multi-View Knowledge into Latent Flow Matching for Point Cloud Upsampling

Abstract: Point cloud upsampling is essential for 3D applications but remains challenging due to sparse, under-constrained observations. Multi-view images can resolve geometric ambiguity, but existing multi-modal methods do not fully exploit visual cues. We propose ControlFlow3D, a framework that distills knowledge from pretrained foundation models into a lightweight generation network during training, enabling strong performance without multi-view images available at test time. Specifically, our method performs conditional flow matching in a structured latent space defined by a frozen 3D encoder. Multi-view image tokens and 3D latent tokens are jointly clustered into shared prototypes via unsupervised soft KMeans; the resulting prototypes guide the flow trajectory through velocity control and are aligned by a consistency loss that progressively transfers image knowledge into the base network. A Mamba-based geometry decoder then maps latent features to dense coordinates with linear complexity. We also construct ShapeNetPU, a 35K-object multi-modal benchmark that is 31 times larger than prior datasets. Extensive experiments across multiple benchmarks demonstrate the effectiveness of our method and its strong generalization capability.

Thu 15 OctComputer Vision and Pattern Recognition
The gist
Making 3D shapes look better when starting from sparse points is hard because there’s not enough detail. The authors created a system called ControlFlow3D that learns from multiple pictures of an object during training, then can improve 3D point clouds even without those pictures later. They use a clever way to connect image and 3D shape information through shared features, teaching a smaller network to fill in details efficiently. They also built a large dataset of objects to test their approach thoroughly.
Open → 2610.21190v1

Feed-forward multi-view coding cuts cost for 3d scene compression

Feed-Forward Multi-View Feature Coding for 3D Gaussian Splatting

Abstract: Feed-forward 3D Gaussian Splatting (3DGS) methods enable efficient reconstruction of 3D scenes from sparse multi-view images in a single forward pass, without scene-specific optimization. However, existing feed-forward scene-coding pipelines first generate a complete Gaussian representation and then encode its geometry and appearance attributes separately, often involving non-differentiable operations. The resulting 'generate-then-compress' pipeline requires complex attribute-specific codec designs and limits rate-distortion performance by restricting the exploitation of cross-attribute redundancy. We propose multi-view feature coding for Gaussian splatting (MFGS), an end-to-end feed-forward framework for scene coding. Instead of compressing an explicit Gaussian representation, MFGS extracts multi-view features from the input images and encodes them into a compact bitstream. Through end-to-end rate-distortion training, MFGS learns compact multi-view features that jointly represent geometry and appearance, enabling the receiver to predict Gaussian attributes from the decoded features. We further introduce importance-guided Gaussian selection to accommodate different rendering budgets, allowing the receiver to adjust the number of Gaussians used for rendering from the same bitstream. Across RE10K, ACID, and DL3DV, MFGS achieves 99.76-99.86% bitrate savings over the generate-then-compress pipeline, as measured by BD-rate, while reducing total GMACs by 52-55% and providing an approximately 12 times end-to-end speedup.

Wed 14 OctComputer Vision and Pattern Recognition
The gist
Compressing 3D scenes from photos usually means first creating a detailed 3D model and then simplifying it, which can be inefficient and slow. The authors propose a method that skips making a full 3D model first and instead directly compresses image features that jointly encode both shape and appearance. This new approach lets you reconstruct scenes more quickly and use far fewer bits for storage or transmission. It also allows adjusting how detailed the 3D scene looks on the fly without needing new compressed data. Overall, it saves storage, speeds up processing, and maintains quality better than previous methods.
Open → 2610.20590v1

Rate distortion optimization improves compression of 3d gaussian splatting

RDCompGS: Rate-Distortion Optimization for Compression of 3D Gaussian Splatting with Image Codecs

Abstract: 3D Gaussian Splatting (3DGS) enables high-quality, real-time novel view synthesis but requires significant storage and transmission resources. Mapping Gaussian attributes to 2D representations enables efficient compression using mature image codecs. However, Gaussian representations that achieve comparable rendering quality are generally treated similarly during optimization, despite substantial differences in coding rate, leading to limited rate-distortion (R-D) performance after compression. To address this limitation, we propose RDCompGS, a 3DGS compression method that enables overall R-D optimization of Gaussian representations with respect to subsequent coding. A differentiable estimate of the coding rate is incorporated into the R-D optimization with rendering distortion. The rate constraint adjustment model further regulates the R-D trade-off across different compression conditions. Extensive experiments on three benchmark datasets demonstrate that RDCompGS achieves average Bjøntegaard Delta Rate reductions of 37.84% and 49.31% with H.265/HEVC and JPEG XL, respectively. The estimated rate also shows a strong correlation with the actual bit-rate under different compression conditions.

Wed 14 OctComputer Vision and Pattern Recognition
The gist
Storing and sharing 3D images made of tiny glowing blobs called gaussians needs a lot of space. The authors found a way to better compress these 3D images by predicting how much space each part will take when using common image compressors. Their method carefully balances quality and size so the final 3D image looks good but uses less data. Tests show their approach saves a good amount of space compared to older methods.
Open → 2610.19538v1

Hyperbolic learning improves 3D shape and text alignment

Revisiting Triplet Contrastive Learning for 3D Shape Understanding

Abstract: In multi-modal 3D pre-training, aligning 3D shapes, their 2D image counterparts, and language descriptions has made tremendous progress. However, we find that supervision from rendered images is unreliable, the semantics encoded in synthetic views are distorted due to domain gap, self-occlusion, and rendering artifacts. Instead, we learn transferable 3D representations from language only. We observe that, in real world, 3D shapes are organized in a tree-like structure, ranging from general concepts to fine-grained instances with specific attributes, while language typically denotes generic concepts and subsumes these various 3D instantiations. Hence, we propose to embed 3D representations in hyperbolic space, whose geometry is well-suited for modeling tree-like data without distortion. To capture the asymmetric hierarchy between language and 3D shapes, we further impose a partial-order relation that language entails 3D shapes. Our method, Hyperbolic Contrastive Learning (HyperCL), jointly optimizes a hyperbolic geodesic-based contrastive objective and an entailment loss to learn discriminative cross-modal representations while explicitly preserving this hierarchy. We also introduce a rigorously verified benchmark for comprehensively evaluating cross-modal 3D alignment. Across two widely used benchmarks and ours, we improve the performance up to 4.6% absolute percentage on 3D shape classification and 5.5% on cross-modal text-to-3D retrieval under the same parameter budget. The code and evaluation benchmark will be made publicly available.

Wed 14 OctArtificial Intelligence
The gist
Understanding 3D shapes by comparing them to pictures can be tricky because pictures might be distorted or incomplete. This paper finds a better way by linking 3D shapes directly with words describing them instead of pictures. The authors use a kind of math (hyperbolic geometry) that naturally fits the way objects and their categories are organized, like a family tree. Their method helps computers recognize 3D shapes better and also find the right shapes when given text. They tested this approach on several benchmarks and showed it works better than previous methods.
Open → 2610.19519v1

3D scene graph comparison improves spatial scene generation accuracy

A Differentiable 3D Scene Graph Metric via Contextual Hellinger Triplet Geometry

Abstract: 3D scene graph prediction is commonly supervised with local object and predicate classification losses. Although effective for slot-wise label prediction, this formulation does not provide a graph-level semantic distance between a predicted scene graph and its ground truth: semantically mild label errors and structurally disruptive relational errors can be treated similarly, and subject-predicate-object facts are not compared as scene-level units. We propose Contextual Hellinger Triplet Geometry, a graph-level supervision objective that measures the semantic and structural discrepancy between 3D scene graphs. Our key idea is to reinterpret the conventional classifier outputs of a 3D scene graph predictor as an aligned probabilistic scene graph field, where object and predicate predictions jointly define contextual subject-predicate-object facts. This formulation yields a differentiable metric-based training objective with an efficient factorized implementation and can be applied to existing 3D scene graph prediction architectures without modifying their network design. Experiments on 3DSSG demonstrate that our supervision improves downstream graph-conditioned 3D scene generation, while ablation studies confirm the complementary roles of the proposed graph-level terms and user studies show better graph descriptiveness, relation plausibility, and structural preservation.

Tue 13 OctComputer Vision and Pattern RecognitionMachine Learning
The gist
Comparing 3D scene graphs, which show objects and their relationships in a space, is usually done by checking each label individually but this method misses how well the whole scene fits together. The authors introduced a new way to measure how close a predicted 3D scene graph is to the real one by considering groups of related objects and their connections together. This method can be used with existing prediction systems and helps generate more accurate 3D scenes that reflect the intended relationships between objects. Tests show it improves scene reconstruction and makes the predicted scenes more meaningful and structurally sound.
Open → 2610.17705v1

Progressive 3D compression method with user-controlled error bounds

PLEDGE: Progressive Lossy Error-Bounded Compression of 3D Gaussian Splatting

Abstract: Existing 3D Gaussian Splatting (3DGS) codecs report reconstruction quality after compression, and give users little control over the distortion of individual primitives. We present PLEDGE, a training-free, progressive, error-bounded codec that translates four user-declared tolerances into per-primitive quantization bounds: screen-space position, footprint deformation due to rotation and scale, view-dependent color, and opacity. The bounds apply throughout a declared camera domain, including previously unseen viewpoints. Position and opacity are bounded directly; footprint deformation is bounded under the rasterizer's affine projection model, and color is bounded over all viewing directions. PLEDGE organizes quantized residuals into a progressive bitstream with explicit error bounds for every valid prefix. Experiments across thirteen scenes verify all declared per-mechanism bounds and demonstrate competitive rate-distortion performance. The four tolerances incur substantially different rate costs, so users can spend rate where their application needs it.

Tue 13 OctComputer Vision and Pattern Recognition
The gist
3D models made of many small parts called Gaussians can be hard to compress without losing quality. The authors developed PLEDGE, a way to compress these models that lets users decide how much error is allowed in different parts like position, color, and opacity. This method guarantees error limits across many viewpoints and lets users balance file size with quality. It also gradually improves the detail as more data is decoded, making it flexible and controllable.
Open → 2610.17605v1

Geometry constrained diffusion improves 3D scene graph spatial relations

GHOST: Geometry-Constrained Hybrid Diffusion for Open-Vocabulary 3D Scene Graph Generation

Abstract: 3D scene graph generation requires understanding both object semantics and metric spatial relations. However, existing open-vocabulary methods often struggle with spatial predicates because language similarity reflects semantic co-occurrence rather than explicit geometry. We propose GHOST, a Geometry-constrained Hybrid diffusion framework for Open-vocabulary 3D Scene graph generaTion. GHOST jointly models continuous node geometry and discrete edge predicates, following a geometry-to-constraint-to-predicate denoising process to ensure geometrically consistent relation prediction. It introduces language-grounded constraint induction, which maps predicate embeddings to differentiable geometric constraints that guide both layout refinement and predicate reweighting. A Geometry-Topology Collaborative Denoiser further couples node and edge reasoning through noise-adaptive interaction and orientation-aware modeling. Experiments on 3DSSG demonstrate state-of-the-art performance in both closed-set and open-vocabulary settings, including over 17-point gains over RelationField on spatial predicates.

Mon 12 OctComputer Vision and Pattern RecognitionMultimedia
The gist
Understanding how objects relate to each other in 3D space is hard, especially when trying to describe their positions using natural language. The authors developed a new method called GHOST that better combines geometric information with language cues to predict spatial relationships. Their approach refines object layouts using geometry-based rules and improves how relations between objects are identified. Tests show it works better than previous methods, especially for recognizing spatial connections between items in 3D scenes.
Open → 2610.16455v1

DIGS improves 3D segmentation with training-free multi-label boundaries

DIGS: Distribution-Informed Gaussian Splatting for Training-Free Open-Vocabulary 3D Segmentation

Abstract: Open-vocabulary 3D Gaussian segmentation typically binds semantic features to the per-Gaussian state via per-scene gradient training (1-4 h) or the more recent closed-form distillation. Both commit each primitive to a single feature; therefore, boundary Gaussians spanning multiple 2D instances are forced into a hard decision that degrades retrieval accuracy and yields unstable mask boundaries at render time. We present DIGS, a training-free framework with two stages, class-agnostic mapping and multi-modal encoding, that decouples instance discovery from linguistic naming. At the Gaussian level, our distribution-informed representation maintains an explicit top-$M$ label distribution per primitive, updated by a tempered Dirichlet rule; preservation of multi-peaked label distributions at boundary primitives allows a late-argmax renderer to recover clean instance boundaries. A bidirectional state machine aggregates these distributions into a persistent class-agnostic instance ontology. The instance-level encoding stage then fuses the CLIP visual embedding of each instance's isolated 3D footprint with the CLIP-text embedding of an LLM-generated attribute description, disambiguating visually similar instances. On a single A100, DIGS completes mapping and instance encoding on LERF-OVS in 1.0-3.2 min per scene, depending on whether LLM fusion is enabled, and serves native 3D queries in 5.4 ms. It reaches 71.95% mean mIoU on LERF-OVS, outperforming both the training-free SFS and training-based LaGa baselines. DIGS also achieves the highest mean mIoU on LERF-Mask and 3D-OVS and surpasses Gaga and ObjectGS on Replica under their respective evaluation protocols. Code is available at https://github.com/ZephyrZos/DIGS.

Mon 12 OctComputer Vision and Pattern Recognition
The gist
3D segmentation splits a scene into meaningful parts but often struggles at boundaries where one segment blends into another. The authors present DIGS, a new way to represent and identify objects in 3D scenes without lengthy training. Instead of forcing each small part to pick a single label, DIGS keeps multiple label possibilities at boundaries and decides later, leading to cleaner edges. They also combine visual features with language descriptions to better tell apart similar objects quickly and accurately.
Open → 2610.16177v1

Sceneplacer improves placing 3d objects in scenes from partial views

ScenePlacer: Reformulating Scene-Level Object Pose Estimation as Visibility Field Learning

Abstract: We present ScenePlacer, a framework for scene-level pose estimation of objects generated by state-of-the-art native shape generation models, placing generated 3D objects into scenes given a partial geometric observation without modifying the underlying generative pipeline. Existing scene generation approaches either generate objects directly in scene coordinates, compromising their canonical-space priors, or regress poses from complete generated shapes in the shape generation process - the latter being a poorly conditioned problem that is sensitive to scale ambiguity and partial observations. ScenePlacer decouples object generation from pose estimation by reformulating alignment as conditional visibility-field learning. Given an observed partial point cloud from reconstruction and a generated mesh, it predicts a visibility field defined in object space, then estimates the rigid transformation by aligning the partial observation to visible parts on the mesh. We propose a pretrained 3D shape VAE as our backbone, preserving its mesh prior while conditioning it on a separately encoded observation. We further introduce visibility-aware, radius-constrained supervision and synthesize training pairs using only object-level meshes and rendered views, eliminating the need for scene-level pose annotations. On 3D-FUTURE, ScenePlacer consistently outperforms existing placement and pose-refinement baselines under both ground-truth and monocular depth estimation. With generated objects, it achieves a Chamfer distance of 0.0077 and an F-score of 92.40 under estimated depth and improves to 0.0023 and 98.27, respectively, under ground-truth geometry.

Sun 11 OctComputer Vision and Pattern Recognition
The gist
Placing 3D objects correctly in a scene is hard when you only have partial views of the scene. The authors created ScenePlacer, which separates how the object is generated from how its position and orientation are found. It uses a visibility field to figure out which parts of the object should be seen from the camera view, helping it align the object accurately in the scene. ScenePlacer does this without needing full scene information during training and works better than other methods on a standard 3D dataset.
Open → 2610.15734v1

Improved 3D shape reconstruction by aligning attention with geometry

Align-VAE: Aligning Attention and Geometry in VecSet VAEs for 3D Reconstruction

Abstract: Set-based variational autoencoders (VecSet VAEs) represent 3D shapes as compact sets of latent tokens. Although each token originates from a query at a sampled surface location, whether these latents truly align with geometry remains unclear. We investigate this alignment and identify four issues: (i) attention-sink-like tokens that attract queries from across the shape; (ii) spatially periodic repetitions in decoder attention responses; (iii) mismatched normal information in encoder and decoder query features; and (iv) missing supervision of the intrinsic relation between signed distance fields and surface normals. To address these issues, we introduce Align-VAE with four corresponding modifications: (i) a shared bank of learnable decoder tokens provides a workspace for global computation; (ii) distance-biased cross-attention guides retrieval toward nearby predicted spatial anchors; (iii) normal-free encoder queries align the two stages' access to normal information while retaining normals in the encoder keys and values; and (iv) a screened Poisson-inspired regularizer supervises surface values and normal-direction derivatives. These changes align latent retrieval and field prediction with geometry without enlarging the per-shape code. On the ABO dataset, Align-VAE reduces Chamfer distance by 26.6% compared to the standard VecSet VAE.

Sat 10 OctComputer Vision and Pattern Recognition
The gist
Reconstructing 3D shapes from data involves representing them in a compact form. The authors found that previous methods had trouble correctly matching parts of this representation with the actual shape geometry. They identified specific problems with how different parts of the neural network interacted with shape data. To fix this, they introduced four changes that better connect the internal features with the shape’s geometry. This led to more accurate 3D reconstructions without making the representation larger.
Open → 2610.14734v1

PhysForge enables detailed 3D object reconstruction with material control

PhysForge: Material-Controllable 3D Reconstruction with Separable Components

Abstract: Recent advances in physical 3D generation have enabled visually faithful assets with simulatable mechanical behavior. However, existing methods provide limited control over material behavior beyond appearance-based inference and struggle to estimate physical properties from complex interactions between objects and semantic parts. Therefore, we present PhysForge, a Video Diffusion Model (VDM)-based framework for addressing these challenges, comprising two complementary modules for material-controllable physical fitting and componentlevel interaction modeling. The first, PhysFit, leverages material-conditioned VDM dynamics as references for physical-property fitting, introducing windowed fitting to focus on material-revealing interactions and Hallucinated Forcing to disentangle nonphysical motion hallucinated by the VDM from material responses. The second, PhysComp decomposes complex interactions into individual objects and semantic components, enabling their physical parameters to be optimized independently and flexibly composed for joint simulation. Experiments on PhysAssets and Google Scanned Objects demonstrate that, compared with existing methods, PhysForge provides stronger control over material-dependent physical responses while supporting component-level physical modeling for complex interactions. It achieves the best CLIP and physical controllability scores on both common and uncommon materials, with qualitative comparisons, component-level ablations, and a user study further supporting these improvements. Our project page is available at https://masterwanna.github.io/PhysForge.html .

Fri 9 OctComputer Vision and Pattern Recognition
The gist
Reconstructing 3D objects that behave realistically when touched or moved is hard, especially when you want to control their materials like rubber or metal. The authors developed PhysForge, a system that uses videos and smart modeling to figure out the physical properties of object parts and how they interact. This lets creators simulate objects with different materials more accurately and mix those parts realistically. PhysForge was tested on real scanned objects and showed better control and realism compared to earlier methods.
Open → 2610.13681v1

Rational approximations speed up multilayer perceptron inference with good accuracy

Rationally Linearized MLPs

Abstract: We present Rationally Linearized Multilayer Perceptrons(RaLiMPs), a new approach to efficiently linearizing MLPs using low-degree rational approximations of standard activation functions. Inspired by polynomial-based MLP linearization, we show that rational approximations can provide accurate representations at substantially lower degree. RaLiMPs exploit these approximations to construct kernel representations with narrow bottlenecks, enabling efficient composition across MLP layers. We provide theoretical guarantees for the resulting approximation and evaluate RaLiMPs across applications ranging from implicit 3D models to large language models. Our experiments demonstrate favorable accuracy--efficiency tradeoffs, with RaLiMPs achieving competitive or improved accuracy while substantially reducing inference cost.

Fri 9 OctMachine Learning
The gist
Multilayer perceptrons (MLPs) use complex math functions called activations, which can make them slow to use. The authors found a way to approximate these functions with simpler rational functions that need less math but still work well. This lets computers run MLPs faster while keeping accuracy high. They showed how this method helps in areas like 3D modeling and language understanding.
Open → 2610.13568v1

SplatQ improves 3D Gaussian pruning for better scene balance and speed

SplatQ: Interaction-Aware Pruning of 3D Gaussian Splatting via Quadratic Selection

Abstract: Existing 3D Gaussian Splatting (3DGS) pruning methods primarily rely on global Top-K selection based on independent importance scores, lacking regional budget control and ignoring joint deletion effects. Consequently, they cannot ensure balanced reconstruction quality across a scene. We propose SplatQ, a combinatorial pruning algorithm that coordinates regional budget allocation and joint Gaussian selection under a fixed budget. SplatQ partitions Gaussians by spatial proximity and appearance similarity into size-limited blocks, decomposing global selection into subproblems of a specific size. It then smooths importance-based block retention quotas to prevent excessive budget concentration. Finally, it constructs a quadratic approximation of joint deletion effects using the responses of representative pixel colors to changes in Gaussian opacity. Individual responses, pairwise interactions, and quota penalties are incorporated into a quadratic unconstrained binary optimization (QUBO) objective, solved using simulated annealing (SA) or a coherent Ising machine (CIM) to jointly select Gaussians. Experiments on 5 benchmarks demonstrate that SplatQ outperforms state-of-the-art pruning methods in aggregate reconstruction quality, spatial quality balance, and rendering speed. Ablations confirm that budget smoothing improves local detail reconstruction, while interaction modeling improves Gaussian selection quality under a fixed budget.

Fri 9 OctComputer Vision and Pattern RecognitionGraphics
The gist
3D scenes often use many small glowing dots called Gaussians to show colors and shapes. Old methods remove these dots one by one based only on their importance, which can cause uneven picture quality. The authors created SplatQ, a smarter way to remove dots that looks at groups together and how they affect the picture when removed as a team. This method balances the dots across the scene and speeds up drawing while keeping the picture sharp. Tests show SplatQ works better than previous methods in keeping details and quality evenly across the scene.
Open → 2610.13503v1

Point cloud quality assessed without references using complexity calibration

Complexity-Calibrated Reconstruction Discrepancy for No-Reference Point Cloud Quality Assessment

Abstract: The discrepancy induced by surface reconstruction in a distorted point cloud is jointly influenced by its intrinsic structural complexity and signal degradation. This observation motivates a referencefree point cloud quality assessment (PCQA) strategy that estimates and compensates for the complexity-induced component. We implement this strategy through successive reconstruction. Specifically, reconstructing the distorted point cloud produces an input-toreconstruction discrepancy that combines the effects of signal degradation and content complexity. Reapplying the reconstruction operator with stronger smoothing produces a discrepancy between successive reconstructions, which serves as a proxy for the complexityinduced component. This proxy is then used to calibrate the inputto-reconstruction discrepancy. We apply the same strategy to 3D geometry patches and their aligned 2D regions, enabling local comparison of the resulting discrepancies. The calibrated geometric and projected-view discrepancies are then fused into a final degradation score. For both branches, the discrepancies are measured using frozen pretrained perceptual representations. Our method does not require PCQA-specific training or fine-tuning. Experiments on three public databases show that the proposed method consistently outperforms most generic baselines and achieves performance comparable to several full-reference metrics.The code is available at https://github.com/HC-W-whc/CCRD-NR-PCQA.git.

Fri 9 OctComputer Vision and Pattern Recognition
The gist
Measuring the quality of 3D point clouds without a perfect original to compare is difficult because natural surface complexity affects reconstruction. The authors propose a way to estimate how much complexity alone causes differences by applying a smoothing step twice and comparing results. This lets them adjust the measurement so it mainly reflects real distortions. Their method works on small 3D patches and corresponding 2D views and does not need any specific training. Tests show it performs as well as many methods that require a reference.
Open → 2610.13219v1

Phase surf improves 3d reconstruction of thin and complex shapes

Volume Rendering with Metric--Phase Fields for Thin Structures and Sign-Ambiguous Geometry

Abstract: Neural implicit surface methods that couple volume rendering with signed distance functions (SDFs), such as VolSDF and NeuS, achieve high-quality multi-view reconstruction for watertight objects. However, these approaches rely on a globally consistent inside-outside partition of space. This assumption becomes fragile for thin structures (e.g., sheets, tubes, and thin walls) and can break down for sign-ambiguous geometry (e.g., surfaces with boundary, non-manifold junctions, and closely spaced surface components), often resulting in spurious closures or loss of fine structures. Unsigned distance field (UDF) formulations relax the global sign requirement and better support non-watertight geometry, but are substantially harder to optimize. We propose PhaseSurf, a neural volume rendering framework built on Metric-Phase Fields (MPFs). MPFs decompose geometry into a nonnegative metric field capturing unsigned proximity and a continuous phase field providing a soft sign cue. By coupling the two through residual phase injection, MPFs yield a signed composite implicit function with stable near-surface gradients while retaining UDF-like robustness in sign-ambiguous regions. This design enables direct iso-surface extraction using standard Marching Cubes and avoids the failure modes of both pure SDF- and UDF-based formulations. We further introduce MPF-specific training losses that enforce metric consistency, stabilize phase transitions near the interface, and suppress spurious geometry in free space. Experiments on multi-view datasets with thin structures and sign-ambiguous geometry show that PhaseSurf produces more stable reconstructions and higher-quality geometry than UDF-based methods and recent 3DGS pipelines, while avoiding artifacts typical of SDF-based approaches.

Fri 9 OctComputer Vision and Pattern Recognition
The gist
When creating 3D models from multiple pictures, neat approaches work well for solid, closed objects but struggle with thin or complex shapes like sheets or tubes. The authors show that a new method called PhaseSurf splits the problem into two parts: measuring how close you are to a surface, and guessing inside versus outside with a soft signal. This helps the computer better handle tricky shapes that confuse older methods. Their tests show PhaseSurf makes clearer, more stable 3D models than previous techniques.
Open → 2610.13088v1

Efficient methods to build spherical designs in odd dimensions

Efficient lifts into odd dimensions of Spherical $5$- and $7$-designs with Balanced Halves

Abstract: We propose constructions of spherical $5$- and $7$-designs in odd dimensions by lifting balanced halves of even-dimensional designs to several layers of suitable latitudes. For every odd dimension, we obtain an explicit spherical $5$-design with at most $60(d^2-1)$ points, attaining the optimal quadratic order in the dimension. Assuming Zauner's conjecture, this bound improves to $7.5(d-1)^2$. For every odd $d \geq 9$, we also construct a spherical $7$-design with $110M$ points from a complex projective $3$-design with $M$ points in $\mathbb{CP}^{(d-3)/2}$.

Thu 8 OctInformation Theory
The gist
Spherical designs are special sets of points spread evenly on the surface of a sphere, useful in many areas like physics and computer graphics. The paper presents new ways to create these sets in odd-numbered dimensions, improving how efficiently they can be constructed. The authors do this by cleverly using known designs from even dimensions and extending them into more layers. Their constructions keep the number of points needed low, which is important for practical use. They also connect their results to a well-known mathematical conjecture to show even better outcomes if it holds true.
Open → 2610.12767v1

3D scene inpainting works without known camera poses using new neural model

Pose-Free Feed-Forward 3D Inpainting via Learnable Mask Attention and Support Token Refinement

Abstract: 3D scene inpainting aims to recover missing or occluded regions in edited 3D scenes, while ensuring geometric and textural consistency. Existing approaches, however, typically require accurately calibrated camera poses, which restricts their applicability in casual, in-the-wild scenarios and introduces additional preprocessing overhead. To overcome this limitation, we present FreeInpaint, a novel feed-forward framework that generates complete and 3D-consistent scenes directly from unposed multi-view images with masked regions. At its core, FreeInpaint extends a 3D foundation model to propagate masked regions from a reference view to other unposed views, bridging 3D reconstruction and scene inpainting while preserving the model's native ability to recover camera poses and scene geometry. Our method addresses two key challenges in adapting feed-forward 3D foundation models to masked inputs. First, masked regions can corrupt cross-view correspondence reasoning, degrading pose estimation and geometry recovery. To address this, we introduce a Learnable Mask Attention mechanism that preserves the spatial anchoring of reliable observations while allowing masked regions to progressively absorb useful context in deeper layers. Second, under severe occlusions, a single forward pass often lacks sufficient appearance evidence for high-fidelity completion. Therefore, we propose a Support Token Refinement strategy, which injects diffusion-generated support evidence as confidence-weighted auxiliary tokens to refine under-observed regions while preserving the original spatial anchor. Extensive experiments across diverse datasets demonstrate that FreeInpaint achieves superior inpainting quality, eliminating the reliance on pre-computed camera poses while keeping a fast inference speed. The project page is https://rorisis.github.io/FreeInpaint/.

Thu 8 OctComputer Vision and Pattern Recognition
The gist
Filling in missing parts of 3D scenes usually needs exact camera positions, which can be hard to get in everyday photos. The authors created a method called FreeInpaint that can fill in these gaps without needing camera pose information. It uses a special way to focus on visible areas and gradually guesses what belongs in the missing parts, improving the 3D scene all at once. Their tests show it works well and quickly on various scenes without extra setup.
Open → 2610.11857v1

Flymark embeds invisible watermarks in 3d gaussian splatting files

FlyMark: Training-Free Invisible Watermarking of 3D Gaussian Splatting via a Fruit Fly Connectome

Abstract: A trained 3D Gaussian Splatting (3DGS) scene ships as a portable parameter array that can be copied, pruned, requantized, or repackaged outside its training pipeline, so ownership evidence is most useful when it lives in the released parameters and remains checkable long after the embedding tooling is gone. Existing 3DGS watermarks typically tie embedding or extraction to scene optimization, a learned decoder, or rendered views, so the evidence survives only as long as a second trained artifact does. FlyMark instead writes a keyed message into the parameters a 3DGS file already stores. Its carrier directions are derived from the photoreceptors of a published connectome, a citable versioned artifact that fixes the geometry exhaustively and leaves nothing to tune per scene. A virtual observer reads cone-wise apparent luminance along a scene-normalized orbit from stored centers, colors, and opacities; a keyed dithered quantization-index-modulation code replicates each message bit across these observations; and one sparse bounded least-squares solve realizes the targets through achromatic shifts of existing degree-zero colors under a hard per-channel linear-RGB bound. All geometry and higher-order appearance parameters are preserved bit-identically, and extraction needs only cone queries, rounding, and majority voting. Under a model-domain threat model on synthetic and real scenes, FlyMark attains high clean bit accuracy and visual fidelity while cleanly separating matched from wrong keys.

Thu 8 OctComputer Vision and Pattern Recognition
The gist
Digital 3D scenes can be copied and shared easily, making it hard to prove who owns them. The authors created FlyMark, a method that hides ownership information directly inside the 3D scene's data without needing additional tools or training. It uses a pattern inspired by a fruit fly's eye structure to encode secret messages invisible to viewers but recoverable later. This watermark doesn’t change the scene’s appearance or shape and can be checked even after the original tools are lost.
Open → 2610.11364v1

Rgbd depth maps refine 3d object meshes faster with symmetry

RGBD-to-3D Object Mesh Refinement via Depth Matching and Symmetry Propagation

Abstract: Single-view 3D reconstructors often produce plausible meshes that disagree with the input view, especially near depth discontinuities and self-occlusions. We present a lightweight, plug-and-play RGBD-to-3D refinement that improves any RGB-to-3D reconstructor without retraining. Given a depth map, we correct the visible surface by bipartite matching to back-projected depth points, mirror these corrections onto the occluded side across a detected symmetry plane, and propagate them with a smoothness solver. Every stage is closed-form, making the method orders of magnitude faster than optimization-heavy test-time refinement. On GSO and OmniObject3D with five backbones, it yields consistent gains, also with monocular pseudo-depth, benefits more from symmetry on symmetric objects, and compares favorably with prior refinement in accuracy and runtime. It further improves an RGB-D-to-mesh reconstructor and transfers to real captures with noisy sensor depth.

Thu 8 OctComputer Vision and Pattern Recognition
The gist
3D models made from single pictures often don't match perfectly with the original view, especially around edges and hidden parts. The authors introduce a fast way to fix these 3D models using depth information from RGBD images, without needing to retrain existing systems. Their method uses depth matching to correct visible areas and copies these fixes to hidden areas based on object symmetry, improving accuracy quickly. This approach works well with different existing methods and can handle noisy real-world data.
Open → 2610.11187v1

Geometry aware gaussian splatting improves 3D surface reconstruction quality

PCAsplat: Gaussian Splatting with Local PCA Regularization

Abstract: Gaussian splatting has emerged as a flexible representation for 3D reconstruction from posed images. However, existing methods are optimized primarily using rasterization-based losses, which supervise a splat only when it contributes to sampled camera rays. Gaussians that are occluded or contribute little to the sampled view therefore receive weak or no geometric gradients and may drift away from the underlying surface, producing undesired floaters. We introduce PCAsplat, a geometry-aware regularization framework for Gaussian splatting based on differentiable local principal component analysis (PCA). Our PCA regularizer acts directly on neighborhoods of Gaussian centers and can therefore update Gaussians that do not contribute to the current training view. We regularize the PCA eigenvalues to encourage Gaussians to move to the underlying surface with isotropic tangent-plane coverage. We also align each Gaussian normal with the PCA-estimated neighborhood normal to enforce consistent orientation. Experiments on DTU, Tanks and Temples, and NeRF Synthetic show that the splats produced by PCAsplat better approximate samples of the reference surface while substantially reducing undesired floaters. These surface-aligned splats enable downstream geometry-processing tasks, including point cloud segmentation, and direct Poisson reconstruction. Additionally, PCAsplat remains competitive under conventional novel view synthesis and mesh extraction tasks. Code will be released.

Wed 7 OctComputer Vision and Pattern RecognitionGraphics
The gist
3D images are created by placing little blobs called Gaussians, but some blobs can float in empty space because they don't get enough feedback when hidden or unseen. The authors developed PCAsplat, which uses a smart math technique called PCA to gently steer these blobs to fit the real surface better, even when they are not directly seen. This makes the 3D shapes cleaner and more accurate, reducing floating blobs and improving tasks that work with these shapes. Their method works well on several standard tests and still produces good new views and mesh shapes.
Open → 2610.11011v1

Position forcing improves 3d shape generation quality in single-stage models

Position Forcing: Self-Conditioning 3D Generation

Abstract: Recent single-stage 3D generative models commonly adopt VecSet representations, encoding 3D shapes as unordered sets of latent tokens. However, compared with two-stage methods that provide explicit positional guidance, these models must implicitly infer token positions throughout denoising, limiting their generation quality. We observe that, despite the absence of explicit positional conditioning, VecSet tokens retain recoverable spatial correspondences. Building on this observation, we propose Position Forcing, a position-based self-conditioning framework. During denoising, Position Forcing recovers token positions from the current clean latent estimate, quantizes them at progressively finer resolutions according to the denoising stage, and feeds the resulting positional encodings back into the diffusion Transformer. This progressively refined positional feedback provides spatial guidance at a granularity appropriate to each denoising stage, guiding shape generation along a coarse-to-fine trajectory and substantially improving generation quality without a separate position generation stage. Experiments demonstrate that Position Forcing achieves strong performance among single-stage 3D generative methods and outperforms several competitive multi-stage approaches.

Wed 7 OctComputer Vision and Pattern Recognition
The gist
Generating 3D shapes can be tricky when a model doesn't clearly know where each part belongs. The authors noticed that even without explicit position information, these models keep some hints about where parts are located. They created Position Forcing, a technique that figures out and feeds back position hints during the shape-building process, helping the model place parts more accurately over time. This leads to better 3D shape creation without needing extra steps to find positions first.
Open → 2610.10342v1

Post-training method improves 3d gaussian classification from multiple views

Post-Training Semantic Lifting for 3D Gaussian Splatting: Separating Detector, Lifting and Representation Error

Abstract: The same Gaussian of a 3D Gaussian Splatting model is seen from many views, and these views do not always agree on the class it belongs to. The Gaussian may be occluded in some of them, and the confidence of the detector is not the same from one view to another. The ground truth, on the other hand, is given as an annotated mesh, because two training runs do not produce the same Gaussians. In this work, we propose a post-training lifting method that works with one target class at a time and combines the information coming from all the views. Target and non-target evidence are accumulated simultaneously, weighted by the visibility of each Gaussian in each view. After that, the Gaussians are filtered with two thresholds: a main threshold $β$ selects the high-confidence seeds, and a lower one $γβ$ adds the connected components around them. For the evaluation, the labels are transferred from the Gaussians to the mesh vertices that are both visible and annotated. With this design, we can separate three sources of error: the 2D detector, the lifting and the transfer between representations. The thresholds and the transfer operator are chosen on seven Replica validation scenes, and the method is evaluated on ten held-out ScanNet++ scenes with the same values for every scene and class. The mean mIoU on the validation scenes was 0.93 with masks from the dataset annotations and 0.65 with YOLO masks, and on the ScanNet++ test scenes it was 0.80 and 0.54. Compared with thresholding the evidence per view, as a previous version of the method did, the fraction improves the test mIoU by 0.24 and makes it possible to use a single threshold for all the classes and scenes of both datasets. Finally, the error analysis shows that most of the remaining error comes from the detector.

Tue 6 OctComputer Vision and Pattern Recognition
The gist
3D models made from Gaussian splats can look different when seen from multiple angles, creating uncertainty about what class each part belongs to. The authors developed a method that combines information from all views after training to better decide each Gaussian's class by weighing visibility and confidence. This approach separates errors from the initial 2D detector, the 3D lifting process, and translating between representations. It showed improved accuracy on several scene datasets compared to prior methods.
Open → 2610.08756v1

Mask-robust gaussian splatting improves 3D object reconstruction accuracy

MaRO-GS: Mask-Robust Object-Centric Gaussian Splatting from Inconsistent Multi-view Masks

Abstract: We address the challenge of accurate 3D object reconstruction from multi-view images in Gaussian Splatting. Existing object-level 3DGS methods reconstruct the entire scene rather than directly optimizing the target object, even when only the target object is needed, which incurs substantial computational overhead. They also rely on 2D segmentation masks to associate Gaussians with objects, but these masks are often inconsistent across views. Such inconsistencies corrupt Gaussian optimization and produce incorrectly supervised Gaussians that degrade object reconstruction fidelity. To overcome these limitations, we propose MaRO-GS, a 3DGS framework that directly optimizes target-object Gaussians from object-masked multi-view images and remains robust to inconsistent supervision. For reliable supervision, mask-reliability view filtering excludes unreliable views. Object-supported Gaussian density control suppresses Gaussians irrelevant to the target object and prevents background densification, while Silhouette-aligned Object Loss maintains object-focused optimization. Extensive experiments across diverse datasets demonstrate that MaRO-GS improves PSNR, segmentation accuracy, and computational efficiency, with the largest PSNR gain of 2.05 dB on the small-object LERF-Mask dataset.

Mon 5 OctComputer Vision and Pattern Recognition
The gist
Building a 3D model of an object using pictures taken from many angles is tricky because the masks that identify the object in each picture don't always match perfectly. The authors of this paper designed a method called MaRO-GS that directly focuses only on the target object during reconstruction, ignoring inconsistent masking errors and background distractions. Their approach makes the 3D object models more accurate and faster to compute compared to older methods. They tested this on various datasets and saw clear improvements in quality and efficiency.
Open → 2610.06472v1

LoCoSplat speeds up 3D scene reconstruction with simpler local context use

LoCoSplat: Real-Time Feed-Forward 3D Gaussian Splatting with Minimal 3D Reasoning

Abstract: Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks. We propose LoCoSplat (Local-Context Splatting), motivated by the observation that a Gaussian is a local primitive: once depth is predicted, what the 3D stage must add (scale, rotation, opacity) depends on the point cloud around each anchor, and a fixed local average of that neighbourhood is enough to supply it, no heavy network required. LoCoSplat realises exactly this average: it splats a 16-d linear projection of the point features into a fine and a coarse grid and reads both back at each anchor with a 0.14M-parameter pointwise MLP; with no learned 3D network and no dynamic sparse computation, its whole encoder runs as one fp16 CUDA graph. On RealEstate10K, LoCoSplat outperforms every prior feed-forward method on PSNR, SSIM, and LPIPS at 6, 12, and 24 views, with a margin that widens as views densify (+3.3 PSNR over VolSplat, the prior voxel-aligned state of the art, at 24 views) and grows further under zero-shot transfer to ACID and fine-tuning on ScanNet. It reconstructs a 6-view scene in 33 ms on one NVIDIA RTX PRO 6000 GPU, the fastest of seven feed-forward methods and $4.2\times$ faster than the previous state of the art, trains $2.7\times$ faster ($5.9\times$ at 24 views), and uses $6.7\times$ less inference memory.

Sat 3 OctComputer Vision and Pattern RecognitionGraphics
The gist
3D reconstruction methods often rely on complex networks to combine multiple camera views into a detailed 3D scene. The authors noticed that the key information needed to adjust simple 3D primitives called Gaussians comes mostly from local surroundings, not from heavy 3D networks. They introduced LoCoSplat, which efficiently uses a simple average of nearby points and a small neural network to improve speed and quality. This method works faster and better on several datasets, using less memory and training time.
Open → 2610.04351v1

OctMesh improves lossless 3D mesh compression using octree structures

OctMesh: A Unified Octree-Hierarchical Framework for Lossless Triangle Mesh Compression

Abstract: Lossless triangle mesh compression must preserve both vertex positions and connectivity. Octrees support learned point cloud geometry coding and progressive refinement, but extending them to meshes requires a compatible connectivity representation. Unlike the eight occupancy decisions of a voxel, a parent edge can develop into varied child connections, making edge refinement difficult to model with a compact prediction prior. We propose OctMesh, a learned framework that codes geometry and connectivity on a shared octree hierarchy. Its key observation is that octree pooling produces parents with either one child or two to eight children. Child edges are then grouped by their endpoint parents' types and whether the endpoints share a parent. Each candidate group contains children from just one parent or two connected parents. The resulting four categories define small, fixed-shape prediction tasks: connections uniquely determined by the parent graph are inherited without bits, while three neural predictors estimate probabilities for the remaining candidates. These probabilities guide arithmetic coding of the actual edge symbols. Binarized predictions of within-parent connections provide context for predicting connections between different parents. A graph-aware parent feature extractor combines local geometry, parent connectivity and global shape. The connectivity models use dedicated weights at coarse levels and share weights at fine levels. Residual edges and a finest-level face-selection payload complete the reconstruction. On 256 frames from eight MPEG V-DMC test sequences, OctMesh losslessly recovers the finest-level vertex-coordinate, edge and unoriented face sets at an average of 7.033 bits per face, 12.8% below V-Mesh. The same hierarchical representation supports nine levels of progressive vertex-and-edge refinement.

Sat 3 OctComputer Vision and Pattern RecognitionGraphics
The gist
Compressing 3D shapes made of triangles without losing details is hard because both the points and how they connect matter. The authors created OctMesh, which uses a special tree-like structure to organize points and connections efficiently. This method groups connections in a way that simplifies predicting their layout, letting a computer compress the mesh data more tightly. Tests show OctMesh reduces data size compared to previous methods while perfectly reconstructing the original shapes.
Open → 2610.04281v1

Silsa improves 3d shape generation with fewer tokens and better structure

SILSA: Sliding-Window Slice Latents for Topology-Preserving High-Resolution 3D Generation

Abstract: High-resolution 3D generation increasingly relies on voxel latents and multi-stage pipelines that first predict active structure and then synthesize local geometry. While effective, this design fragments continuous surfaces into many local tokens, inflates generation cost, and often weakens topological consistency for thin or highly connected shapes. We introduce SILSA, a topology-aware 3D generation framework that represents shapes with compact sliding-window slice latents. Instead of generating expensive voxel tokens, SILSA uses a fixed set of overlapping slices along the three canonical axes, where each token summarizes a local depth window to preserve cross-sectional continuity and support single-stage rectified-flow generation. A Slice VAE encodes oriented surface samples into multi-axis slice latents and reconstructs them with a sparse volumetric decoder, while a Volumetric Anchor Lattice coordinates directional slice streams through a shared 3D workspace. To preserve structural correctness, we introduce slice-level topology supervision that matches persistence diagrams and aligns Betti transitions across neighboring slices. Experiments show that SILSA improves structural fidelity while substantially reducing generation cost. SILSA improves PSNR by $8.7\%$, coverage by $5.96$ absolute points, and Betti error by $9.2\%$ over the strongest baseline, while using $70.0\%$ fewer tokens than the next-most compact baseline and over $98\%$ fewer tokens than sparse or hierarchical tokenizers, effectively reducing training memory by $40.4\%$ and inference time by $58.5\%$. Qualitative results further show improved preservation of thin structures, repeated components, and long-range connectivity.

Thu 1 OctComputer Vision and Pattern RecognitionArtificial IntelligenceMachine Learning
The gist
Generating detailed 3D shapes usually involves breaking them into many tiny pieces, which can be slow and can mess up delicate connections. The authors created SILSA, a new way to represent 3D shapes using overlapping slices that keep surfaces continuous and connected. SILSA uses fewer tokens, making generation faster and more memory efficient, while better preserving thin parts and overall shape connections. Their tests show SILSA achieves higher accuracy and better shape quality compared to previous methods.
Open → 2610.02201v1

EvenSplat separates lighting effects from 3D scene appearance

EvenSplat: Coupled 2D-3D Decomposition for Gaussian Splatting under Exposure and Illumination Variation

Abstract: A surface photographed under even light presents nearly the same appearance from every angle; the same surface under uneven light does not. Exposure changes between views, illumination varies within a single image, and locally strong light sources leave one region bright and its neighbor in shadow. Multi-view reconstruction methods such as 3D Gaussian Splatting treat these lighting artifacts as if they were properties of the scene, entangling capture-specific illumination with the geometry and color they recover. We present EvenSplat, a framework that separates the two. EvenSplat couples an image-space illumination decomposition with an illumination field carried by the Gaussians, so that the same explanation of the lighting is shared between the two-dimensional and three-dimensional views of the scene; a camera-response network and a local exposure-compensation module absorb the global and residual differences that remain across training images. Through extensive experiments across multiple datasets and diverse forms of uneven illumination (cross-view exposure, spatial illumination variation, and high-contrast lighting) on both real-world captured and simulated benchmarks, EvenSplat generally outperforms state-of-the-art methods, particularly under high-contrast illumination.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
When you take pictures of an object under different lighting or exposure conditions, the object can look very different depending on shadows and bright spots. Many 3D reconstruction methods confuse these lighting changes with the object's true shape and color. The authors present EvenSplat, a system that separates lighting effects from the actual 3D scene properties by linking 2D image lighting information with 3D geometric models. This method helps produce more accurate 3D reconstructions, especially in challenging lighting conditions.
Open → 2610.01876v1

Mesh extraction method delivers watertight object shapes from 3D scenes

MEGA: Object-Level Mesh Extraction from 3D Gaussian Splatting via Spatial Visual Distillation

Abstract: Mesh extraction from 3D Gaussian Splatting (3DGS) aims to endow 3D Gaussians with accurate geometric structures, enabling explicit and precise 3D occupancy. However, existing methods primarily focus on scene-level mesh extraction, making them unable to represent object-level occupancy and often resulting in non-watertight surfaces. To overcome these limitations, we propose \textbf{MEGA} (\underline{M}esh \underline{E}xtraction from \underline{GA}ussians), a ``segment-then-mesh'' framework for extracting object-level, watertight meshes from complex 3DGS scenes. At the core of MEGA are \textbf{Spatial Visual Distillation (SVD)} and a mask-guided neural surface reconstruction module. SVD treats the 3DGS model as a teacher, sampling diverse camera poses and rendering the corresponding views of each segmented object. These observations are then used to train a mesh reconstruction model through photometric supervision. Extensive experiments on several widely used benchmarks demonstrate that MEGA achieves state-of-the-art performance in recovering accurate object-level 3D occupancy. Moreover, MEGA enables complex physical interactions by combining high-quality object-level meshes for geometric occupancy with 3DGS representations for photorealistic rendering.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Extracting 3D shapes from complex scenes is tricky, especially when breaking them down into individual objects with clear boundaries. The authors propose MEGA, a new method that first separates objects in a 3D scene made from fuzzy blobs (called Gaussian splats) and then builds precise, watertight 3D meshes for each object. They use a process called Spatial Visual Distillation, where multiple views of each object guide the mesh reconstruction, making the shapes more accurate. This helps create detailed 3D objects that can be used for both visuals and physical simulations.
Open → 2610.01707v1

Sparse 4d autoencoder compresses dynamic scenes for novel view synthesis

A Compact Explicit 4D Representation for Dynamic Scenes

Abstract: A compact dynamic-scene representation must retain both the surfaces seen over time and the appearance needed to render them from new viewpoints. We present Sparc4D, a feed-forward autoencoder that encodes a monocular video with known cameras into a sparse 4D scene state. Static features are shared across the clip, while spatially anchored temporal slots compress time-varying features. A sparse decoder produces 2D Gaussian surfels, while stored source pixels preserve fine texture through geometric re-projection. The state includes one full source frame and dynamic-region pixels sampled every fourth frame, alongside learned features and sparse occupancy. For a 32-frame MultiCamVideo clip, it averages 0.95M 32-bit-equivalent values on random windows and 0.92M on the first-32 protocol. On first-32, Sparc4D reaches 21.70\,dB, compared with 20.40\,dB for MoVieS. On randomly placed windows, their PSNR scores are comparable. With stored texture disabled, temporal slots compress the time-varying feature state by a median $4.0\times$ and reduce the mean state from 1.04M to 0.42M values, with essentially unchanged target-view reconstruction quality. Without fine-tuning on real data, Sparc4D transfers to DyCheck and Neu3D, where stored texture improves LPIPS while slightly reducing PSNR.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Capturing what changes in a moving scene and how it looks from new angles is challenging and can require lots of data. The authors present Sparc4D, a method that compresses video of dynamic scenes into a compact, sparse 4D representation. This approach separates static parts seen throughout the video from moving features that change over time, reducing storage while keeping image quality high. Their method also stores some texture pixels to preserve details and works well on videos with multiple camera views without extra training.
Open → 2610.01229v1

MeshOctave enables faster mesh generation with adaptive resolution transitions

MeshOctave generates meshes via cascading resolution transitions

Abstract: Generating compact, artist-style meshes with explicit topology typically relies on autoregressive models which incur prohibitive sequential per-token costs, or continuous flow models that depend on heuristic connectivity decoders. Next-scale generation paradigms offer a compelling alternative by enabling parallel intra-scale token prediction and coarse-to-fine refinement from global structure to local topology; yet, existing methods derive hierarchical scales via progressive mesh simplification and invert them sequentially. This eliminates intra-scale parallelism and scales generation steps linearly with face count. In this paper, we propose MeshOctave, which instead defines scale through dyadic spatial grid resolutions, framing coarsening as a deterministic collapse that merges vertices sharing a voxel cell and inherits connectivity. Its inverse operation, split-and-rewire, determines which octant sub-vertices are instantiated for each coarse face and resolves local connectivity using discrete structural tokens. These per-face operations require no serialization, each scale transition is modeled as an unordered set that adds one bit of coordinate precision, naturally supporting dynamic-length meshes and adaptive resolution refinement. We construct a scale-conditioned masked-uniform discrete diffusion model to learn split-and-rewire operation from resolution collapse hierarchies. MeshOctave outperforms strong baselines in geometric fidelity and topological validity by a non-trivial margin, while supporting adaptive resolution refinement and extending naturally to mesh subdivision tasks.

Wed 30 SeptComputer Vision and Pattern Recognition
The gist
Generating detailed 3D meshes that look like artist designs is often slow and complex due to the way current methods build them bit by bit or guess connections heuristically. This paper introduces MeshOctave, which speeds up mesh creation by breaking down the process into scales based on spatial grids instead of simplifying existing meshes step-by-step. By doing so, MeshOctave performs operations in parallel, adding more detail without waiting, and improves the quality and correctness of the mesh shapes. This approach also easily adapts to different detail levels and can handle mesh subdivision naturally.
Open → 2609.38985v1

3D Gaussian splatting compression method cuts files by 30 times

TSGL: Teacher-Student Graph Learning for 3DGS Compression

Abstract: 3D Gaussian Splatting (3DGS) is a popular representation for novel view synthesis. However, 3DGS contains millions of Gaussian primitives, each with rich attributes, resulting in large file sizes. We propose a novel 3DGS compression method based on Teacher-Student Graph Learning (TSGL) that operates directly on a trained model, without 3DGS retraining or access to training images. Specifically, for each block of Gaussian primitives, using decoded positions and DC spherical harmonic (SH) coefficients as predictors, we learn a signal-dependent geometry graph G encoding the pairwise similarities between neighbouring Gaussians via a teacher-student model. Given G, we perform Graph Fourier Transform (GFT) on the remaining attributes, so that signal energies are predominantly projected into the low-frequency coefficients for compact representation. On three standard benchmarks, the method reaches 27x to 33x compression with less than 0.6 dB of PSNR loss, improving on recent post-training compression methods in both size and rendering quality.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
3D Gaussian Splatting is a way to create 3D images using many small Gaussian shapes, but it produces very large files. The authors propose a new technique called Teacher-Student Graph Learning that compresses these 3D image files without needing to retrain the original model or use the original images. Their method groups similar shapes together in a graph and transforms the data to focus on important details for better compression. They show this method works well on standard tests, shrinking file sizes by about 30 times while keeping the image quality high.
Open → 2609.38635v1

Neural residual fields improve 3D Gaussian splatting for better visuals

NRF-GS: Neural Residual Fields for Expressive and Compact Gaussian Splatting

Abstract: We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key driver of representation redundancy. In standard 3DGS, low-order spherical harmonics (SH) are used, restricting the splats' ability to model high-frequency directional effects, which is typically compensated by increasing the number of splats. We propose \emph{NRF-GS: Neural Residual Fields for Gaussian Splatting}, a hybrid representation that replaces per-splat SH-bases with a shared neural residual field. Each Gaussian encodes a compact set of appearance features and a lambertian base color, while a lightweight \emph{global scene-level MLP} predicts view-dependent residuals conditioned on viewing direction, distance, and per-splat features. This formulation enhances directional reflectance modeling by combining diffuse per-splat reflectance representations with a shared global function for high-frequency details, enabling both higher expressiveness and parameter sharing across splats. Our key insight is that by accurately capturing high-frequency directional reflectance, especially in specular regions, the GS-representation becomes more expressive, reducing the need for geometrically redundant splats. As a result, NRF-GS achieves comparable or better rendering quality while reducing the number of Gaussians by up to 50\%, and produces visibly improved specular and high-frequency details.

Tue 29 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Rendering detailed 3D scenes efficiently is hard because simple color models miss shiny reflections, so they use many small shapes, or splats, to fix that. The authors found that instead of using basic methods to represent how light reflects, combining a simple base with a shared neural network that adds complex light effects improves quality. This method, called NRF-GS, lets scenes use fewer splats while showing clearer shiny and detailed surfaces. As a result, it makes 3D scene rendering both better and more compact.
Open → 2609.37115v1

New method improves matching of deforming 3d shapes using regional clues

Context without Commitment: Robust Dense Correspondence under Non-Rigid Deformation

Abstract: Non-rigid point-cloud registration aims to find the corresponding target point for each point on a deforming source surface. Point-level matching keeps the full target cloud available, but correspondence becomes ambiguous when different regions have similar local geometry. Regional or coarse-to-fine methods provide broader spatial context, but an incorrect regional match can exclude the correct correspondence before dense matching. We propose CoCo-Reg, which uses regional patches to enrich dense point features without allowing patch predictions to restrict the final point-level search. CoCo-Reg constructs farthest-point-sampled patches, exchanges geometric information within and between source and target, supervises patch similarity using identity-corrected point overlap, and projects the resulting regional information back to dense point features. The final registration stage still scores the full target cloud before global point-level candidate selection. On 726 held-out ModelNet10 objects across nine deformation levels, two established learning-based baselines obtain mean correspondence errors of 0.1993 and 0.1921, whereas CoCo-Reg obtains 0.0547. Relative to its point-level baseline, this is a 72.6\% reduction. CoCo-Reg achieves lower correspondence error on 92.3\% of paired test objects and reduces the mean fraction of points with error above 0.1 from 47.3\% to 17.3\%. Chamfer distance and HD95 decrease in the same direction, and CoCo-Reg remains lower across all tested deformation levels. These results support using regional context for dense non-rigid correspondence without imposing a hard patch-level restriction on the final search. Because evaluation uses one checkpoint per method, the reported gains characterize the complete systems rather than the isolated causal contribution of an individual component. Code will be made publicly available.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Matching points between 3D shapes that change shape is hard because some areas look very similar up close. The authors propose CoCo-Reg, a method that looks at patches of points to get more context but still compares individual points freely to avoid mistakes. This approach significantly reduces errors in finding corresponding points on the deformed shape. Their tests show it works much better than previous methods across many different objects and levels of deformation.
Open → 2609.37071v1

Transform aligned features improve point cloud attribute compression

Transform-Aligned Learned Features for Lossy Point Cloud Attribute Compression

Abstract: Transform-based methods provide an effective framework for point cloud attribute compression by representing attributes as transform coefficients. Introducing learned spatial context into this framework requires mapping spatial representations to the transform domain, but this known basis change is often left for the network to learn implicitly. We propose Transform-Aligned Learned Features (TALF) by applying the attribute transform to learned spatial representations, explicitly aligning them with the coding targets. Our analysis shows that the resulting features exactly represent the first-order prediction term of a smooth nonlinear model, with a bounded Taylor remainder. We integrate TALF into a transform-based attribute codec with explicit coefficient prediction and conditional residual entropy modeling under a unified coefficient-domain rate--distortion objective, while retaining explicit quantization-step control. Extensive experiments across three benchmark datasets and multiple transform bases demonstrate that TALF improves rate--distortion performance over conventional and learned baselines.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Point clouds are 3D images made of points with colors or other details, which need to be compressed to save space. The paper shows a new way to process these details so the computer understands them better by aligning learned information with how the data is actually stored. This helps make the compression more efficient and keeps more of the important detail after decompression. The authors tested this method on several datasets and found it works better than older methods.
Open → 2609.34834v1

Feedback-guided compression improves 3d gaussian splatting storage efficiency

FeCoSplat: Feedback-Guided Compression for Feed-Forward 3D Gaussian Splatting

Abstract: Feed-forward 3D Gaussian Splatting (3DGS) enables efficient novel-view synthesis from sparse multi-view images, yet its representations remain costly to store and transmit. Existing approaches compress either the input images, incurring heavy receiver-side reconstruction, or the reconstructed Gaussian primitives, which are difficult to compress due to their heterogeneous and irregular attributes. We instead compress compact intermediate features, providing a better balance between compression efficiency and receiver-side complexity. Based on this paradigm, we propose FeCoSplat, a feedback-guided compression framework for feed-forward 3DGS. FeCoSplat first compresses multi-view features to obtain an intermediate 3DGS, whose rendered views are used as feedback to guide a second-stage compression for further refinement. The resulting bitstreams are decoded into a compact implicit state, from which the final Gaussian primitives are reconstructed with a lightweight predictor. Experiments demonstrate that FeCoSplat achieves favorable rate--distortion performance, particularly at low bitrates, while requiring only 3.45M parameters for receiver-side Gaussian reconstruction. Code will be released soon.

Sun 27 SeptComputer Vision and Pattern Recognition
The gist
Storing or sending 3D images created by a method called Gaussian Splatting usually takes a lot of space. The researchers found a way to compress these images better by focusing on a middle step in the image process instead of the originals or the final details. They also use feedback from the images they generate to improve compression in two steps. This approach reduces the file size a lot while keeping the final image quality and needing very little computing power to reconstruct the 3D image.
Open → 2609.33330v1

Efficiently compare 3D shapes using advanced geodesic distances

Unlocking Geodesic Gromov-Wasserstein Distances for 3D Modeling

Abstract: \textit{Gromov-Wasserstein Distances} (GWDs) provide quantitative ways of comparing probabilistic distributions defined on different metric spaces by applying techniques from the optimal transport theory. As such, GWD can be potentially useful in a large variety of applications ranging from graph matching problems to 3D object detection. However its practical use at scale is significantly limited by cubic time complexity computations involving dense intra-space distance matrices. Even though in the Euclidean metric spaces several techniques (e.g. involving scalable kernel methods) were proposed to address it, to the best of our knowledge, analogous techniques for general geodesic distances on manifolds, or shortest-path distance on graphs in their discretized variants, were not developed. In this paper, we present \textbf{E}fficient \textbf{G}eodesic \textbf{Gro}mov-\textbf{W}asserstein methods (EGGroW), a new class of efficient algorithms designed to calculate geodesic Gromov-Wasserstein distances with entropic Sinkhorn-like approaches, leveraging recently introduced \textit{GenusSink} methods \citep{genussink} and the theory of random features. We provide important downstream applications, namely: 3D pose estimation and 3D template detection. In the latter setting, we formulate a partial 3D template recovery as a staged problem: capacity-constrained scene selection is followed by semi-relaxed recovery of template visibility and correspondence. Our empirical findings show that EGGroW provides accurate solutions when standard Euclidean-based techniques fail and is characterized by light computational footprint, as our theoretical analysis predicts.

Sat 26 SeptComputer Vision and Pattern RecognitionData Structures and Algorithms
The gist
Comparing complex shapes or 3D objects is often slow and difficult because it involves heavy calculations. The authors developed faster methods to measure differences between shapes by using distances along surfaces or graphs rather than straight lines. Their new approach works better in 3D pose estimation and finding object parts in scenes. It is both more accurate and computationally lighter than previous methods that used simple Euclidean distances.
Open → 2609.32824v1

OneFixer improves 3D driving scene render quality and consistency fast

OneFixer: High-Quality and Consistent One-Step Autoregressive 3DGS Refinement for Driving Scenes

Abstract: Autoregressive video diffusion is a promising render-time fixer for 3D Gaussian Splatting (3DGS) in autonomous-driving simulation, but deployment demands high visual quality and temporal consistency at low latency. This is especially hard for one-step causal generation, where each imperfect prediction immediately becomes context for subsequent frames. Existing approaches stabilize rollouts through staged training with multiple modules and rollout-aware regularization, yet one-step quality still falls short of what deployment requires. We introduce OneFixer, a one-step autoregressive video-diffusion fixer trained in a single task-specific adaptation stage. Our key idea is a deployment-matched shared rollout: the model's own one-step predictions serve as the causal context for flow matching, exposing training to deployment-time errors, while the same rollout receives direct pixel-space perceptual supervision to preserve fine detail. Because the predictions optimized for current-frame quality are exactly those reused as future context, fidelity and autoregressive robustness are learned jointly, without bidirectional-to-causal conversion or teacher-student distillation. OneFixer further exploits cues that driving simulation readily provides, lane geometry and dynamic-agent states, to improve geometric fidelity. On Waymo and proprietary driving scenes with 900-frame rollouts, OneFixer achieves the lowest FVD, LPIPS, and DISTS among all baselines at one step, with temporal consistency matching or exceeding multi-stage DMD pipelines. Under identical backbone and conditioning, it matches a multi-stage DMD-with-Self-Forcing pipeline in under half the GPU-hours and keeps improving beyond its plateau. In closed-loop simulation with a driving policy, OneFixer reduces the collision rate by a third relative to raw 3DGS rendering. Project page: https://onefixer-web.vercel.app/

Sat 26 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Simulating driving scenes in 3D can be tricky because each frame depends on the last, often leading to blurry or inconsistent video. The authors developed OneFixer, a model that fixes these visuals all at once while learning to avoid errors in future frames. It uses the model’s own predictions during training to better prepare for real use, improving both image quality and smoothness over time. This method also uses extra information like road lanes and moving cars to make the scene more accurate and realistic.
Open → 2609.32175v1

Neural method adds detail to specific mesh areas without changing rest

Learned Localized Mesh Refinement

Abstract: We present a neural method for adaptive triangle mesh refinement, in which an autoregressive model adds geometric detail to selected regions of an input mesh while leaving the rest unchanged, a key capability for efficiently allocating mesh budget. Existing upsampling methods struggle to achieve this. Classical subdivision schemes refine triangulation without semantic awareness of the underlying shape or the ability to recover geometric details missing from a coarse input. Recent neural mesh models generate shapes globally, sacrificing region-specific control. We propose a novel tokenizer that yields combinatorially many valid upsampling trajectories from a single mesh. Trained on such data, our locally-conditioned autoregressive architecture allows for direct manipulation of topology and geometry within target regions of an input mesh. We validate our method against state-of-the-art approaches and demonstrate its ability to perform adaptive upsampling with region-selective control, a capability absent from existing approaches. This unlocks inference-time view-dependent refinement, physics-aware region refinement, and coarse-shape conditioned novel mesh synthesis. We provide code at https://github.com/seanxzhan/learned-localized-mesh-refinement/.

Fri 25 SeptComputational Geometry
The gist
Meshes are like 3D shapes made of triangles but making them more detailed everywhere can be slow and waste resources. The authors created a neural network that can add details only to parts of a mesh people want to improve, keeping the rest the same. Their approach learns many ways to refine small regions while respecting the whole shape. This selective refining helps add detail where it matters most, unlike usual methods that refine everything or none. This method can help create better 3D models more efficiently for things like video games or simulations.
Open → 2609.31946v1

Gaussian splatting adjusts model size to improve 3D scene quality

Gauss What You Need: Compact Gaussian Splatting Across Scene Scales

Abstract: 3D Gaussian Splatting reconstructs a scene as a collection of Gaussian primitives from a set of posed photographs called the capture. The number of primitives used to represent the scene affects reconstruction quality, storage, and rendering cost. How to select this number automatically across capture scales remains unresolved: configurations effective on standard benchmarks can leave larger captures with too few Gaussians to reconstruct fine details. We observe that the surface to represent, given by the capture's extent and resolution, is known before training, whereas its content complexity becomes apparent during training, through the reconstruction quality on the training views. We introduce TangoGS, which combines capture-derived model sizing with training-based adaptation: the capture determines the scale of the model, and training feedback determines its final size within that scale. Before training, TangoGS derives a learning allowance for model growth from the capture's total pixels after discounting views that re-observe the same scene points. During training, reconstruction quality guides how many Gaussians to add and remove. On 13 standard benchmark scenes, TangoGS matches the mean PSNR of the best-performing evaluated baseline, LeGS, with $48\%$ fewer Gaussians. On eight large captures, the same configuration automatically scales to larger models when necessary, achieving the highest mean PSNR among evaluated methods: $0.54$ dB above the runner-up with $2.3\times$ as many Gaussians. Together, capture-derived learning allowances and training-quality guided density control enable a state-of-the-art quality--size compromise across scene scales without retuning.

Fri 25 SeptComputer Vision and Pattern Recognition
The gist
3D Gaussian Splatting rebuilds a scene using many small shapes called Gaussians, but deciding how many to use is tricky and affects detail and speed. The authors found that the size of the area to capture a scene is known before training, while the detail level shows up only during training. They created TangoGS, a method that starts with a size guess based on the scene and then adjusts the number of Gaussians during training by checking image quality. This approach works well on both small and large scenes without needing to change settings a lot.
Open → 2609.31248v1

LiTe-GS speeds up camera view selection in 3D modeling tasks

LiTe-GS: Oracle-Efficient Next Best View Selection for 3D Gaussian Splatting

Abstract: Selecting informative camera views is critical for efficient training and adaptive refinement in 3D Gaussian Splatting, where each observation significantly influences model parameters. However, information-driven view-selection strategies can require repeated evaluations of expensive information-gain oracles as the number of candidate views increases. We propose LiTe-GS, an oracle-efficient method for next best view selection in 3D Gaussian Splatting. LiTe-GS reduces the number of information-oracle evaluations by performing randomized subset evaluation of candidate views rather than exhaustively scoring the full candidate pool. The resulting approach achieves expected $O(M\log(1/ε))$ oracle complexity with respect to the number of candidate views $M$, independent of the selection cardinality $K$, while providing an explicit trade-off between oracle efficiency and approximation quality through $ε$. We provide theoretical guarantees on oracle complexity and approximation performance under the proposed selection scheme. Experiments on Blender and Mip-NeRF 360 demonstrate that LiTe-GS maintains reconstruction quality comparable to Fisher-information-based baselines while substantially reducing the number of Fisher-oracle evaluations across different acquisition settings.

Thu 24 SeptComputer Vision and Pattern RecognitionRobotics
The gist
When creating 3D models from photos, choosing the best new camera views helps improve the model faster. However, this selection process can be very slow because it involves checking lots of possible views using costly calculations. The authors propose LiTe-GS, a method that efficiently picks the next best view by looking at random subsets instead of all possibilities. This approach keeps the model quality high while greatly cutting down the number of expensive computations needed.
Open → 2609.30393v1

Compression method cuts storage for 3d gaussian splatting models

Towards Practical Compression of 3D Gaussian Splatting

Abstract: 3D Gaussian Splatting (3DGS) enables high-quality novel-view synthesis but requires substantial storage. Existing compression methods often rely on spatial context modeling over irregular 3D representations, increasing the complexity of training and coding. Meanwhile, floating-point context inference can introduce numerical inconsistencies across platforms, causing entropy-decoding failures. To address these practical challenges, we propose COSA-GS, which constructs context without spatial aggregation through anchor-wise causal factorization. Specifically, we use geometry context derived from each anchor's coordinates to model a compact learnable anchor latent. The anchor latent is then fused with the geometry context to form an anchor context for attribute coding. The resulting context model features a simple architecture composed solely of linear transformations and activations. We train COSA-GS using rate--distortion optimization with adaptive Gaussian pruning. Further, we develop quantization-aware training and integer inference for the context model to achieve bit-exact consistency of entropy-decoded symbols across platforms. Experiments demonstrate that COSA-GS achieves state-of-the-art compression performance while retaining fast and consistent cross-platform decoding, providing a simple yet effective framework for practical 3DGS compression. Code is available at https://github.com/pengpeng-yu/COSA-GS.

Thu 24 SeptComputer Vision and Pattern Recognition
The gist
3D Gaussian Splatting creates detailed 3D views but the files are very large. The authors introduce COSA-GS, a simpler way to compress these 3D models that avoids complex calculations and errors when decoding on different devices. Their method uses a unique way to look at each 3D point's position for compression and trains the system to keep the quality while reducing data size. This results in faster, reliable, and high-performing compression that works well across platforms.
Open → 2609.30245v1

Adaptive texture allocation cuts storage for 4d gaussian splatting

ADATEX4D: adaptive texture capacity allocation for 4D gaussian splatting

Abstract: Textured Gaussians improve local appearance capacity, but assigning the same texture resolution to every primitive wastes storage on low-detail or weakly visible regions. We introduce AdaTex4D, an adaptive texture-capacity module for deformation-based 4D Gaussian Splatting. Each Gaussian carries packed RGBA triplanes whose two axes grow independently according to visibility normalized screen-space gradients and deformed local scales. Experiments on N3DV and PanopticSports show that AdaTex4D reduces texture storage by more than half while preserving reconstruction quality. Under fixed memory budgets, adaptive allocation also improves quality over uniform texture assignment and reduces overall model and peak memory. These results show that dynamic, anisotropic texture allocation provides a more efficient way to distribute local appearance capacity in 4D Gaussian representations.

Thu 24 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
When creating 3D scenes that change over time, some parts of the scene need detailed textures while others do not. The authors introduce a way to assign texture details unevenly, giving more detail where it matters and less where it doesn't. This method, AdaTex4D, saves a lot of memory without losing image quality. It works by looking at how visible and detailed different parts of the scene are and adjusting texture sizes accordingly.
Open → 2609.29963v1

Efficient spatial sorting boosts compression for 3D Gaussian data

From Scattered Gaussians to Structured Maps: Efficient Gaussian Splatting Coding via Dual-phase Morton Sorting

Abstract: 3D Gaussian Splatting (3DGS) enables high fidelity novel view synthesis but suffers from excessive storage and bandwidth requirements due to its unstructured representation. To address this, a projection based video coding framework has emerged as a leading approach, supported by MPEG's ongoing standardization, where 3DGS attributes are converted into 2D maps to take advantage of efficient compression using established video codecs such as HEVC and VVC. However, the effectiveness of this approach depends heavily on the spatial coherence of the projected video, which current sorting strategies such as PLAS and Morton ordering fail to preserve adequately, either incurring high computational cost or achieving limited correlation retention. To overcome these limitations, we propose a dual phase Morton spatial sorting algorithm that improves both coding efficiency and processing speed. In the first phase, Morton based 1D indexing is applied to high dimensional attributes to enhance spatial locality. The second phase further refines layout continuity through a structured 2D Morton mapping table that enforces spatial adjacency. This hierarchical strategy generates highly regular, block wise feature maps with strong local correlation, making them well suited for compression via conventional block based coding tools. Experimental results show that our method significantly outperforms existing approaches in both compression performance and runtime efficiency, providing a practical and standard compatible solution for 3DGS data coding.

Thu 24 SeptMultimedia
The gist
3D Gaussian Splatting is a way to create detailed 3D images but it requires a lot of storage and bandwidth. The authors found that converting these 3D data into 2D maps helps compress them better using video codecs. However, existing methods for arranging the data don't keep related points close together well, making compression less efficient. They designed a new two-phase sorting method that organizes data more neatly, improving both compression quality and processing speed.
Open → 2609.29041v1

Multiscale neural models improve 3D surface reconstruction speed and quality

M-plicits: Neural Implicit Surfaces via Nested Multiscale Residuals

Abstract: Encoding input coordinates with sinusoidal functions into multi-layer perceptrons (MLPs) has proven effective for implicit neural representations (INRs) of surfaces defined as zero-level sets. However, existing methods often struggle to balance training efficiency, rendering speed, and noise robustness: single-MLP approaches are expensive at inference, grid-based representations are fast but can limit surface smoothness and overfit input noise, and previous multiscale approaches frequently capture noise and produce artifacts due to hard spectral truncation. To address these limitations, we propose M-plicits, a multiscale framework that models surfaces as a residual sum of MLPs trained via a sequence of nested neighborhoods. Unlike existing residual approaches that rely on standard domain-wide sampling and require costly mesh extraction for visualization, our method strictly localizes supervision to narrow bands around the previous zero-level sets. This nested design naturally provides robustness against noisy input data: the coarse network acts as a low-pass filter that establishes a clean geometric prior, while subsequent residuals progressively refine the geometry without fitting to high-frequency artifacts. We further introduce a multiscale sphere-tracing algorithm and a GEMM-based analytical normal computation that bypasses auto-differentiation entirely, yielding high-fidelity real-time rendering. On Stanford and Thingi32, M-plicits achieves the best mean Chamfer distance in the coarse configuration and the best median Chamfer distance and IoU in the fine configuration, with substantially better noise robustness than iNGP, BACON, and IDF, while using an order of magnitude fewer parameters than grid-based baselines. Code, models, and data will be released at https://github.com/dsilvavinicius/m-plicits.

Wed 23 SeptComputer Vision and Pattern RecognitionGraphicsMachine Learning
The gist
Representing 3D shapes using neural networks can be slow and sensitive to noisy data. The authors propose M-plicits, which uses multiple neural networks working together at different scales, each focusing on refining details only near the current surface. This approach keeps the shape smooth and resistant to noise while making rendering faster using a new method. Their tests show this method is both accurate and efficient compared to older techniques.
Open → 2609.28684v1

Perception prior improves 3D scene segmentation and shape reconstruction

PePESeg3D: Perception Prior Enhances Multi-Scale Segmentation for 3D Gaussian Splatting

Abstract: Recent advancements in 3D Gaussian Splatting (3DGS) have extended its capabilities to multi-scale segmentation. Existing methods reconstruct a scene with Gaussian primitives and learn multi-scale segmentation features separately, which leaves the geometry unaware of semantic structure and the feature learning dependent on incomplete mask supervision. To address these limitations, we present PePESeg3D, a novel framework that injects perception priors into a multi-scale 3D Gaussian segmentation pipeline. To fully exploit perception priors, we integrate them not only into contrastive feature learning but also into the upstream geometry reconstruction. Specifically, PePE Reconstruction incorporates monocular depth and mask constraints to ensure semantically coherent object structures. Building on this aligned geometry, PePE Contrastive Learning leverages dense depth-color cues and view-consistent centroid supervision to compensate for the incompleteness of multi-scale masks obtained from a 2D foundation model. Extensive experiments on the SPIn-NeRF, LERF-Mask, and NVOS benchmarks demonstrate that PePESeg3D achieves state-of-the-art performance in both multi-scale segmentation and scene reconstruction, highlighting the importance of integrating perception priors into both geometry optimization and feature learning for accurate multi-scale 3D segmentation. Our code is available at https://github.com/BeCow5X5/PePESeg3D.

Wed 23 SeptComputer Vision and Pattern Recognition
The gist
Segmenting 3D scenes into meaningful parts usually treats geometry and semantics separately, which limits accuracy. The authors present PePESeg3D, a new approach that uses perception knowledge like depth and object masks early in both shape reconstruction and feature learning. This leads to better alignment of 3D shapes with their semantic parts, improving segmentation at multiple scales. Their tests show PePESeg3D works better than previous methods on several benchmarks for both segmentation and 3D reconstruction.
Open → 2609.28645v1

Graph based diffusion improves point cloud generation across resolutions

EMERGE: Resolution-Agnostic Point Cloud Generation with Equivariant Graph-Based Diffusion

Abstract: Point cloud generation has emerged as a crucial task for accurately capturing and reproducing the complexity of the physical world. However, existing generative approaches, predominantly relying on Transformers and Variational Autoencoders (VAEs), frequently ignore the continuous, non-grid topologies inherent to 3D spaces. Although the integration of graph-based structures has yielded significant benefits in related discriminative vision tasks, such geometric architectures remain noticeably absent from 3D generative modeling. To address this gap, we introduce EMERGE (Equivariant Multi-scale GNN for Resolution-agnostic point cloud GEneration), the first fully $SE(3)$-equivariant graph-based diffusion backbone explicitly designed to generate point clouds while preserving continuous spatial symmetries. Our framework bypasses the rigid resolution dependencies of standard generative pipelines, enabling zero-shot inference at multiple, arbitrary spatial resolutions. Extensive empirical evaluations demonstrate that EMERGE achieves State-of-the-Art generation quality across standard metrics, while the strong inherent geometric inductive biases enable significantly faster training convergence compared to existing baseline methods.

Tue 22 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceMachine Learning
The gist
Point clouds are 3D representations made of dots that capture real-world shapes. Existing methods to create these typically overlook the continuous and flexible nature of 3D space. The authors designed EMERGE, a new approach that uses graph structures respecting spatial symmetries to generate point clouds at any resolution without retraining. This method produces high-quality results and learns faster than previous models.
Open → 2609.26039v1

Robust compression method reduces data for dynamic 3d gaussian splats

Robust, Estimator-Agnostic Dynamic 3DGS Compression

Abstract: Dynamic 3D Gaussian splats (3DGS) model time-varying scenes using a separate Gaussian set per frame. While neighboring video frames are highly correlated due to smooth motion, Gaussian representations retain this correlation to varying degrees, depending on whether the estimator tracks them across time. Some 3DGS compression methods integrate the estimation to exploit temporal redundancy; here, we focus on robust compression regardless of the estimator. We concatenate groups of frames into one Gaussian set, augment each Gaussian with a frame index, and pass it to a static (i.e., non-temporal) 3DGS codec, converting temporal redundancy into spatial redundancy. Concatenated sets are spatially partitioned to limit memory. Our technique requires neither a motion model nor knowledge of the training method. Averaged over six N3DV sequences, all six static codecs achieve gains on tracked sets (-42.0% to -71.8% BD-rate) over per-frame coding. On untracked sets, all codecs except HGSC, which appears incompatible with our technique, remain competitive with per-frame coding (-3.5% to +5.0%). We further replace D-FCGS's I-frame coding with our technique while retaining its P-frame coding, yielding an overall BD-rate of -46.2%. We propose to visualize "trackedness" using an inter-frame similarity metric. The project is available at https://wcjj1236.github.io/d3dgs-benchmark.

Tue 22 SeptComputer Vision and Pattern Recognition
The gist
Representing moving 3D scenes with Gaussian splats usually requires lots of data. The authors found a way to pack information from multiple frames into one set by adding a frame label to each Gaussian, turning a time problem into a space problem. This new method works well with many existing compression techniques and doesn’t rely on tracking the Gaussians over time or knowing how they were made. Their approach reduces data size significantly when tracking is present, and stays competitive even when tracking is absent.
Open → 2609.25633v1

Point diffusion mamba improves 3d reconstruction with less data

Point Diffusion Mamba: Unified Diffusion-State-Space Modeling for Single-View 3D Reconstruction under Data Scarcity

Abstract: While single-view 3D reconstruction has seen significant progress, extrapolating complex 3D structures from inherently ambiguous 2D observations remains fundamentally ill-posed, particularly in the critically underexplored data-scarce regime. To address this challenge, we propose Point Diffusion Mamba (PDM), a method that integrates the generative power of diffusion models with the efficiency of state-space model for single-view 3D reconstruction under data-scarce conditions. Specifically, PDM employs a lightweight reconstruction module tailored to handle unordered point-cloud inputs effectively. By combining a Local Geometric Aggregation module with Mamba blocks, our approach jointly models global geometric structures and local details. In 3D reconstruction, each point in the initial noisy input requires a precise prediction, yet the high-level features extracted by the Mamba module capture only abstract semantic information from sparse points. To bridge this gap, we introduce the Hierarchical Feature Integration Network, which fuses high-level semantic and local geometric features for each point, overcoming the limitations of token-based point-cloud reconstruction. Furthermore, we propose a Dynamic Weighted Sampling strategy that adaptively unifies 3D generation with single-view reconstruction by leveraging generative priors to enhance reconstruction quality. Experimental results on the ShapeNet and Pix3D benchmarks demonstrate that PDM outperforms state-of-the-art methods, providing an effective solution for 3D reconstruction under data-scarce settings. Code is available at: https://github.com/NWUzhouwei/PDM.

Tue 22 SeptComputer Vision and Pattern Recognition
The gist
Reconstructing 3D shapes from a single 2D image is very hard, especially when there isn’t much training data available. The authors developed Point Diffusion Mamba (PDM), a new method that combines two techniques to better predict 3D shapes even with limited data. PDM uses a clever way to understand both the overall shape and small details of 3D objects, and it improves accuracy by mixing different features and sampling strategies. Tests show PDM works better than previous methods on standard 3D shape datasets.
Open → 2609.25538v1

Depth and diffusion improve 3D reconstruction from sparse images

D3GS: Depth, DINO, and RGB Diffusion Co-Guided 3D Gaussian Splatting for Sparse-View Reconstruction

Abstract: Novel view synthesis from sparse inputs remains challenging for 3D Gaussian Splatting (3DGS) due to ambiguous geometry, cross-view inconsistency, and missing details in under-constrained regions, resulting in degraded reconstruction and unstable rendering. To tackle these issues, we propose D$^{3}$GS, a Depth-DINO-Diffusion guided sparse-view Gaussian reconstruction framework that jointly enhances geometry and appearance. D$^{3}$GS first recovers a high-resolution, metric depth map via diffusion-based completion and DPT (Dense Prediction Transformer) refinement, providing robust Gaussian initialization and geometric constraints. Then, a DINO-guided view-consistent learning is introduced to augment Gaussian attributes with structural features, improving multi-view consistency. Finally, a diffusion-based Gaussian refinement module injects generative priors into an iterative optimization strategy, enhancing high-frequency geometric and appearance details within the Gaussian representation. Experiments on DTU, LLFF, and Mip-NeRF 360 show that D$^{3}$GS achieves consistent and substantial improvements over strong baselines, with ablation studies validating the effectiveness and complementary roles of each component.

Sat 19 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D views from a small number of pictures is hard because it's tough to guess the shape and details of objects from limited information. The authors present a method called D3GS that uses depth maps, a special feature extractor called DINO, and generative diffusion models to better guess the 3D shapes and textures. Their approach helps improve consistency between different views and adds fine details to the 3D model. Tests show it works better than earlier methods for making 3D scenes from few images.
Open → 2609.22941v1

ParticleSplat learns 3D object particles for better scene understanding

ParticleSplat: Self-supervised Object-centric Latent Particle Splatting

Abstract: We present ParticleSplat, a self-supervised object-centric learning method that decomposes scenes into a set of latent ''particles'' representing semantic entities through feedforward 3D Gaussian Splatting. Building on the Deep Latent Particles (DLP) framework, which represents images as a set of particles with attributes such as position, scale, and visual appearance, we address a key limitation of DLP: its inherently 2D nature, which prevents explicit 3D spatial and geometric reasoning that are critical for downstream tasks such as robotic manipulation. Leveraging the structural similarity between latent particles and 3D Gaussian primitives, we introduce a 3D latent particle space trained with a novel view synthesis objective. Our model jointly encodes multiple views with camera poses into a shared 3D object-centric latent space, then transforms particles into particle-aligned 3D Gaussians whose composition reconstructs the full scene. On simulated and real-world datasets, we show that this formulation inherently learns object masks without supervision and supports controllable 3D scene editing, such as moving objects by modifying particles in the latent space. We further establish that the learned 3D representation improves downstream performance on robotic manipulation tasks.

Wed 16 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Understanding scenes as collections of objects in 3D space is important for tasks like robot manipulation. The ParticleSplat method improves on prior work by representing scenes with 3D particles that capture object position and appearance, allowing the system to reason about objects in three dimensions. The method learns this representation from multiple images of a scene without needing labeled data. This results in the ability to separate objects visually and edit them in 3D, which also helps improve robot manipulation performance.
Open → 2609.19463v1

Bidirectional flow improves 3D scene reconstruction and video quality

Bi-FlowGS: Bridging Generative View Completion and Gaussian Geometry through Bidirectional Flow Co-Refinement

Abstract: Sparse-view 3D scene reconstruction with 3D Gaussian Splatting (3DGS) is inherently underconstrained. Plausible renderings can also coexist with erroneous Gaussian geometry, as errors in positions or depths may be concealed by opacity, scale, and appearance; we term this failure mode Geometry Cheating. Existing regularization methods constrain geometry but remain limited to observed views, while video-diffusion-based methods complete unseen views yet mainly use them as RGB pseudo-supervision, underusing motion and temporal priors and lacking explicit geometry supervision. We present Bi-FlowGS, which uses optical flow to bridge generative view completion and Gaussian geometry regularization. Our plug-and-play Video-to-Geometry Flow Distillation (V2G) distills temporal correspondence priors from restored videos into Gaussian geometry to alleviate Geometry Cheating. Conversely, Geometry-to-Video Flow-Guided Restoration (G2V) uses the current 3DGS geometry to guide temporally consistent video restoration, providing more reliable generative supervision. Together, V2G and G2V form an implicit bidirectional co-refinement process, enabling restored videos and the optimized 3DGS scene to iteratively improve each other. Experiments demonstrate improved rendering quality and geometric consistency across wide-baseline and unbounded 360° benchmarks.

Tue 15 SeptComputer Vision and Pattern Recognition
The gist
Reconstructing detailed 3D scenes from a small number of views is hard because multiple 3D shapes can look similar when rendered. The authors show that errors in 3D geometry can hide behind how the scene looks in images. They create a method where improved video sequences help fix the 3D shapes, and the better shapes help improve the videos, working together through motion information. This back-and-forth process leads to clearer, more consistent 3D scenes and videos even from limited viewpoints.
Open → 2609.17039v1

Color compression method increases 3D splat image quality by over 2 db

Transforming harmonic coefficients for 3D splat compression

Abstract: We address the problem of color attribute compression for 3D splats. We show that all images generated by 3D splats are linear in the coefficients for each color channel, each spherical harmonic, and each splat, and we identify a basis for the space of all such images. We identify an inner product for the coefficient space that induces the squared error loss on images. We show that orthonormalizing the coefficients with respect to this innner product before coding can yield over 2 dB gain.

Mon 14 SeptComputer Vision and Pattern RecognitionGraphics
The gist
The paper tackles how to compress color information in 3D splat images, which are images formed by projecting colored points in 3D space. The researchers found a new mathematical way to represent all these images using certain harmonic functions combined with color channels and spots (called splats). They figured out how to measure errors in this representation so that compression can focus on what matters most. By changing the color coefficients into a special orthonormal form before compressing, they improved image quality by more than 2 decibels.
Open → 2609.15735v1

New methods speed up surface texture rendering without heavy calculations

Accelerating HKTex without Mesh Eigensystems: Local Unfolding and Randomized Thermal Features

Abstract: Heat Kernel Textures (HKTex) represent surface appearance with intrinsic anisotropic kernels, but evaluate them using 50 global Laplace-Beltrami eigendecompositions and a resident basis of shape [50,V,256]. We study two complementary ways to remove this bottleneck while leaving the trainer, GeodesicOpt, density control, and compositing unchanged. LocalHK exploits the measured locality of trained kernels and replaces spectral evaluation by radius-bounded hinge unfolding and an analytic log-map kernel. On 10 Objaverse meshes and an 8-mesh low-poly holdout, it changes mean view PSNR from 31.35 to 32.00 and from 29.82 to 30.76 dB, respectively, while reducing initialization by 40.5 times and enabling a 749,570-vertex proxy-backed run where the spectral baseline fails. ThermalRF instead preserves the discrete anisotropic heat semigroup: GPU sparse Chebyshev actions and randomized range finding construct global low-rank heat factors without mesh-sized eigenvectors, and a compiled evaluator mixes four neighboring thermal responses. On spot and a thin-stem challenge, ThermalRF reduces end-to-end preprocessing, initialization, and 5,000-step optimization by 29.3% and 24.4%, with every surface, atlas, or view PSNR change within 0.12 dB and training allocation reduced by about 90%. The two routes expose a useful design choice: maximal locality and scale versus fidelity to the thermal PDE. Broader thermal-feature evaluation and real large scenes remain future work.

Sat 12 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Rendering detailed surface textures often relies on complex calculations that slow down the process. The authors introduce two new ways to speed this up without sacrificing quality: one method uses local information and simpler math, while the other uses randomized techniques to approximate global effects more efficiently. Both approaches significantly reduce computation time and memory needs while keeping image quality high. These improvements make it possible to handle much larger 3D models than before.
Open → 2609.14105v1

Sharp boundary offset guarantees marching cubes mesh contains surface

A Sharp Conservative Offset for Marching Cubes

Abstract: Given a grid-sampled 1-Lipschitz function $f:\mathbb{R}^3 \rightarrow \mathbb{R}$ (such as a signed distance function) sampled on a regular grid, we determine the sharp infimum $σ_\star$ such that for every $σ> σ_\star$ the true zero-level set $f^{-1}(0)$ is contained in the marching cubes mesh for $f = σ$. For grids with spacing $h$, the sharp infimum is $σ_\star = \frac{\sqrt{3}}{2} h$. This result is proven \emph{despite} the planar marching cube faces potentially lying on either side of the level set of the trilinearly interpolated approximation of $f$ (which shares the same infimum). The proof instead constructs a convex lift of the corner samples and shows that the high-side portion of each marching-cubes cell lies in the projection of its $σ$-superlevel portion, which cannot contain a point of $f^{-1}(0)$.

Fri 11 SeptGraphics
The gist
When turning 3D data into a surface mesh, it's important to know how close the mesh is to the true surface. The authors found the exact smallest distance you need to offset the surface so the mesh created by the marching cubes method fully contains the real surface. They prove this works even though parts of the mesh faces might cross the true surface. Their finding helps ensure reliable 3D surface extraction from grid data.
Open → 2609.13430v1

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