Résumé IA · arXiv: 2404.12547v1 · cs.CV

Does Gaussian Splatting need SFM Initialization?

Yalda Foroutan, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi
Article original Soumis à arXiv le 18 Avr. 2024 14 pages, 6 figures Licence : NONEXCLUSIVE-DISTRIB 1.0 Aussi en : en

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Les articles les plus proches

  1. Très proche Cite cet article
    The Role of Initialization in 3D Gaussian Splatting
    Ivan Desiatov, Torsten Sattler · 2026 · Pas encore résumé
    Résumé scientifique

    3D Gaussian Splatting (3DGS) has become the method of choice for photo-realistic novel view synthesis (NVS), due to its efficiency and compelling visual quality. 3DGS represents the scene as a set of 3D Gaussians, parameterized by their position, spatial extent, and view-dependent color. Starting from an initial point cloud, 3DGS refines the Gaussians'parameters to reconstruct a set of training images as accurately as possible. Typically, a sparse Structure-from-Motion point cloud is used as initialization. Thus, in order to obtain a full scene representation, 3DGS methods rely on a densification stage. In this paper, we systematically study how initialization affects 3DGS NVS performance an…

  2. Très proche
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    Jaewoo Jung, Ji-Sang Han, Honggyu An et al. · 2024 · arXiv.org · preprint, non relu par les pairs · cité 64 fois · Pas encore résumé
    Résumé scientifique

    3D Gaussian splatting (3DGS) has recently demonstrated impressive capabilities in real-time novel view synthesis and 3D reconstruction. However, 3DGS heavily depends on the accurate initialization derived from Structure-from-Motion (SfM) methods. When the quality of the initial point cloud deteriorates, such as in the presence of noise or when using randomly initialized point cloud, 3DGS often undergoes large performance drops. To address this limitation, we propose a novel optimization strategy dubbed RAIN-GS (Relaing Accurate Initialization Constraint for 3D Gaussian Splatting). Our approach is based on an in-depth analysis of the original 3DGS optimization scheme and the analysis of the S…

  3. Très proche
    High-Fidelity Gaussian Splatting from MVS Clouds: An Iterative Spatial Decomposition Framework
    Zong-Hua Yu, Jun-Huai Li, Huai-Jun Wang et al. · 2026 · ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) · Pas encore résumé
    Résumé scientifique

    3D Gaussian Splatting has become a main technique for fast 3D scene reconstruction and editing, leveraging an efficient and flexible explicit representation for high-fidelity real-time rendering. However, the quality of the point clouds used to initialize Gaussians remains a key factor that limits fine-grained geometry reconstruction. To address this limitation, we propose an Iterative Spatial Decomposition (ISD) framework that bridges dense geometric priors from Multi-View Stereo (MVS) with Gaussian Splatting. ISD mitigates the mismatch between dense MVS point clouds and Gaussian sparsity by iteratively partitioning the scene into voxels of adaptive granularity and performing density-aware …

  4. Très proche
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    Adrian Ramlal, Yan-Song Hu, John S. Zelek · 2026 · arXiv.org · preprint, non relu par les pairs · Pas encore résumé
    Résumé scientifique

    3D Gaussian Splatting (3DGS) is a technique for creating and rendering 3D scenes, however its performance depends heavily on the quality of initial seed points. To improve 3DGS initialization, this study presents and evaluates several point cloud upsampling approaches: linear interpolation, triangular interpolation, spline-based surface reconstruction, moving least squares surface fitting, and Voronoi-based point generation. Additionally, this research introduces a depth-guided point lifting method that leverages depth maps to maintain geometric consistency with Structure-from-Motion (SfM) reconstructions. Through extensive experiments on the Mip-NeRF360 and Replica datasets, the proposed me…

  5. Très proche
    Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?
    A. Celarek, George Kopanas, G. Drettakis et al. · 2025 · Computer graphics forum (Print) · cité 29 fois · Pas encore résumé
    Résumé scientifique

    Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real‐time novel‐view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray‐marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A n…

  6. Très proche
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    Yu Chen, Rolandos Alexandros Potamias, Evangelos Ververas et al. · 2025 · Neural Information Processing Systems · Pas encore résumé
    Résumé scientifique

    Neural radiance fields (NeRF) and 3D Gaussian Splatting (3DGS) are popular techniques to reconstruct and render photorealistic images. However, the prerequisite of running Structure-from-Motion (SfM) to get camera poses limits their completeness. Although previous methods can reconstruct a few unposed images, they are not applicable when images are unordered or densely captured. In this work, we propose a method to train 3DGS from unposed images. Our method leverages a pre-trained 3D geometric foundation model as the neural scene representation. Since the accuracy of the predicted pointmaps does not suffice for accurate image registration and high-fidelity image rendering, we propose to miti…

  7. Très proche
    Pi-GS: Sparse-View Gaussian Splatting with Dense π^3 Initialization
    Manuel Hofer, M. Steinberger, Thomas Köhler · 2026 · arXiv.org · preprint, non relu par les pairs · Pas encore résumé
    Résumé scientifique

    Novel view synthesis has evolved rapidly, advancing from Neural Radiance Fields to 3D Gaussian Splatting (3DGS), which offers real-time rendering and rapid training without compromising visual fidelity. However, 3DGS relies heavily on accurate camera poses and high-quality point cloud initialization, which are difficult to obtain in sparse-view scenarios. While traditional Structure from Motion (SfM) pipelines often fail in these settings, existing learning-based point estimation alternatives typically require reliable reference views and remain sensitive to pose or depth errors. In this work, we propose a robust method utilizing {\pi}^3, a reference-free point cloud estimation network. We i…

  8. Très proche
    DiGS: Depth-Initialized Gaussian Splatting for Single-Object Reconstruction
    Jacopo Meglioraldi, Pasquale Cascarano, Gustavo Marfia · 2026 · Journal of Imaging · Pas encore résumé
    Résumé scientifique

    Gaussian Splatting is a state-of-the-art technique for 3D reconstruction. In this paper, we investigate how different initialization strategies influence the optimization process within the Gaussian Splatting framework, showing that more accurate initial point clouds can greatly influence the quality of object reconstruction. We introduce the Depth-initialized Gaussian Splatting (DiGS) approach, a pipeline that leverages depth-based initialization. By incorporating depth data from a calibrated stereo camera setup, the proposed method significantly enhances model performance, particularly during the early optimization stages. DiGS is particularly effective for reconstructing isolated single o…

Les travaux antérieurs sur lesquels il s’appuie

  1. Proche Utilisé en profondeur par cet article Une méthode qu’il utilise
    3D Gaussian Splatting for Real-Time Radiance Field Rendering
    Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler et al. · 2023 · ACM Transactions on Graphics, volume 42(4), July 2023 · cité 11 235 fois · Résumé IA disponible
    Résumé scientifique

    Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting …

  2. Proche Cite cet article
    3D Gaussian Splatting as Markov Chain Monte Carlo
    Shakiba Kheradmand, Daniel Rebain, Gopal Sharma et al. · 2024 · Neural Information Processing Systems · cité 306 fois · Pas encore résumé
    Résumé scientifique

    While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies…

  3. Proche
    DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation
    Jiaxiang Tang, Jiawei Ren, Hang Zhou et al. · 2023 · International Conference on Learning Representations · cité 1 112 fois · Pas encore résumé
    Résumé scientifique

    Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significan…

  4. Proche Une méthode qu’il utilise
    Gaussian-SLAM: Photo-realistic Dense SLAM with Gaussian Splatting
    Vladimir Yugay, Yue Li, T. Gevers et al. · 2023 · arXiv.org · preprint, non relu par les pairs · cité 285 fois · Pas encore résumé
    Résumé scientifique

    We present a dense simultaneous localization and mapping (SLAM) method that uses 3D Gaussians as a scene representation. Our approach enables interactive-time reconstruction and photo-realistic rendering from real-world single-camera RGBD videos. To this end, we propose a novel effective strategy for seeding new Gaussians for newly explored areas and their effective online optimization that is independent of the scene size and thus scalable to larger scenes. This is achieved by organizing the scene into sub-maps which are independently optimized and do not need to be kept in memory. We further accomplish frame-to-model camera tracking by minimizing photometric and geometric losses between th…

  5. Proche
    4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
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    Résumé scientifique

    Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to guarantee. To achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency, we propose 4D Gaussian Splatting (4D-GS) as a holistic representation for dynamic scenes rather than applying 3D-GS for each individual frame. In 4D-GS, a novel explicit representation containing both 3D Gaussians and 4D neural voxels is proposed. A decomposed neural voxel encoding algorithm inspired by HexPlane is proposed to efficiently build Gaussian features from 4D neural voxels and then a lightweight MLP is…

Les articles qui le citent

  1. Proche*
    Liberated-Gs: 3D Gaussian Splatting Independent From Sfm Point Clouds
    Weihong Pan, Xiao-Yu Zhang, Hong-Jia Zhai et al. · 2025 · IEEE International Conference on Computer Vision · cité 7 fois · Pas encore résumé
  2. Proche
    Is Gaussian Splatting Becoming Neural Again? A Taxonomy and Controlled Study of Learned Parameterization
    Yuan-Hang Wang, Xin Cao, Yi Zhang · 2026 · Pas encore résumé
    Résumé scientifique

    Three-dimensional Gaussian Splatting (3DGS) combines explicit primitives with efficient rasterization, yet recent systems increasingly use neural networks to generate or share Gaussian parameters. We characterize this trend along five axes: attribute decoding, spatial sharing, view-conditioned decoding, topology generation, and amortized inference. An analysis of 19 representative methods shows that these choices address different limitations and cannot be reduced to a binary neural label. We also isolate three forms of neural parameterization in a controlled mip-NeRF 360 study. Sharing appearance and opacity improves reconstruction quality, while decoding geometric structure offers no furth…

  3. Proche Cité par cet article
    RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real- Time Rendering with 900+ FPS
    Michael Niemeyer, F. Manhardt, Marie-Julie Rakotosaona et al. · 2024 · International Conference on 3D Vision · cité 156 fois · Pas encore résumé
    Résumé scientifique

    Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive ren-dering speeds. While radiance field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suf-fer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle opti-mization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contr…

  4. Apparenté
    Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields
    Tao Lu, Ankit Dhiman, R. Srinath et al. · 2024 · arXiv.org · preprint, non relu par les pairs · cité 18 fois · Pas encore résumé
    Résumé scientifique

    Novel-view synthesis plays a crucial role in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent approaches, such as 3D Gaussian Splatting (3DGS), have emerged as state-of-the-art solutions, offering high-quality novel view synthesis in real time. However, training 3DGS models remains slow, particularly for high-resolution images, often requiring hours to fit a scene with 200 views. In this work, we aim to accelerate the fitting process by reducing computational overhead and improving learning efficiency. Specifically, we introduce a dilated rendering technique that renders only a subset of pixels instead of the full image, significantly reducing compu…

  5. Apparenté
    GaussFusion: Improving 3D Reconstruction in the Wild with A Geometry-Informed Video Generator
    Liyuan Zhu, M. Narayana, Michal Starý et al. · 2026 · Computer Vision and Pattern Recognition · cité 9 fois · Pas encore résumé
    Résumé scientifique

    We present GaussFusion, a novel approach for improving 3D Gaussian splatting (3DGS) reconstructions in the wild through geometry-informed video generation. GaussFusion mitigates common 3DGS artifacts, including floaters, flickering, and blur caused by camera pose errors, incomplete coverage, and noisy geometry initialization. Unlike prior RGB-based approaches limited to a single reconstruction pipeline, our method introduces a geometry-informed video-to-video generator that refines 3DGS renderings across both optimization-based and feed-forward methods. Given an existing reconstruction, we render a Gaussian primitive video buffer encoding depth, normals, opacity, and covariance, which the ge…

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