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Oral Session

Oral Session 2C: Gaussian Splatting & Reconstruction

Fri 5 Jun noon PDT — 1:15 p.m. PDT
Abstract:
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Fri 5 June 12:00 - 12:12 PDT

Energy-GS: Image Energy-guided Pose Alignment Gaussian Splatting with redesigned pose gradient flow

Yu Gao ⋅ Lutong Su ⋅ Ruixiang Huang ⋅ Tianji Jiang ⋅ Jiadong Tang ⋅ Yufeng Yue ⋅ Yi Yang

High-quality 3D scene representation in radiance fields relies on accurate camera poses which are often difficult to acquire in real-world scenarios. An effective solution is to use RGB images for the joint optimization of radiance fields and camera poses, an approach that has been well explored in NeRF series methods. However, unlike NeRF, joint optimization in 3D Gaussian Splatting (3DGS) often requires additional regularization or prior spatial knowledge to reach comparable performance. To eliminate these dependencies, we introduce Energy-GS, a pose-aware Gaussian splatting framework that jointly optimizes scene representation and camera poses using only RGB images. We observe that pose gradients in joint optimization are unstable due to the point-based rendering mechanism. Furthermore, unlike NeRF’s spatial sampling framework that enables coarse-to-fine pose alignment, rasterization-based 3DGS lacks controllable sampling and thus cannot support progressive pose refinement. To address these challenges, we redesign the optimization strategy of Gaussian primitives and introduce an image-energy-guided constraint that encourages progressive alignment of camera poses. Experiments on both synthetic and real-world datasets show that Energy-GS can effectively optimize the scene reconstruction and resolve camera pose misalignment at the same time. Benefiting from reliance on only RGB images, we believe this work provides promising insights for visual localization and dense mapping applications such as SLAM.

Fri 5 June 12:12 - 12:25 PDT

MeshSplatting: Differentiable Rendering with Opaque Meshes

Jan Held ⋅ Sanghyun Son ⋅ Renaud Vandeghen ⋅ Daniel Rebain ⋅ Matheus Gadelha ⋅ Yi Zhou ⋅ Anthony Cioppa ⋅ Ming C. Lin ⋅ Marc Van Droogenbroeck ⋅ Andrea Tagliasacchi

Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering.However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering.By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines.On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction.

Fri 5 June 12:25 - 12:37 PDT

Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting

Yuanyuan Gao ⋅ YUNING GONG ⋅ Yifei Liu ⋅ Jingfeng Li ⋅ Dan Xu ⋅ Yanci Zhang ⋅ Dingwen Zhang ⋅ Xiao Sun ⋅ Zhihang Zhong

3D Gaussian Splatting (3DGS) has emerged as an efficient approach for achieving photorealistic rendering. Recent MLP-based variants further improve visual fidelity but introduce substantial decoding overhead during rendering. To alleviate computation cost, several pruning strategies and level-of-detail (LOD) techniques have been introduced, aiming to effectively reduce the number of Gaussian primitives in large-scale scenes. However, our analysis reveals that significant redundancy still remains due to the lack of occlusion awareness. In this work, we propose Proxy-GS, a novel pipeline that exploits a proxy to introduce Gaussian occlusion awareness from any view.At the core of our approach is a fast proxy system capable of producing precise occlusion depth maps at resolution 1000$\times$1000 under 1 ms. This proxy serves two roles: first, it guides the culling of anchors and Gaussians to accelerate rendering speed. Second, it guides the densification towards surfaces during training, avoiding inconsistencies in occluded regions, and improving the rendering quality. In heavily occluded scenarios, such as the MatrixCity Streets dataset, Proxy-GS not only equips MLP-based Gaussian splatting with stronger rendering capability but also achieves faster rendering speed than the original 3DGS. Specifically, it achieves more than $2.5\times$ speedup over Octree-GS, and consistently delivers substantially higher rendering quality.

Fri 5 June 12:37 - 12:50 PDT

RetimeGS: Continuous-Time Reconstruction of 4D Gaussian Splatting

Xuezhen Wang ⋅ Li Ma ⋅ Yulin Shen ⋅ Zeyu Wang ⋅ Pedro V. Sander

Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow–guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.

Fri 5 June 12:50 - 13:02 PDT

Selfi: Self-improving Reconstruction Engine via 3D Geometric Feature Alignment

Youming Deng ⋅ Songyou Peng ⋅ Junyi Zhang ⋅ Kathryn Heal ⋅ Tiancheng Sun ⋅ John Flynn ⋅ Steve Marschner ⋅ Lucy Chai

Novel View Synthesis (NVS) has traditionally relied on models with explicit 3D inductive biases combined with known camera parameters from Structure-from-Motion (SfM) beforehand. Recent vision foundation models like VGGT take an orthogonal approach -- 3D knowledge is gained implicitly through training data and loss objectives, enabling feed-forward prediction of both camera parameters and 3D representations directly from a set of uncalibrated images. While flexible, VGGT features lack explicit multi-view geometric consistency, and we find that improving such 3D feature consistency benefits both NVS and pose estimation tasks. We introduce Selfi, a self-improving 3D reconstruction pipeline via feature alignment, transforming a VGGT backbone into a high-fidelity 3D reconstruction engine by leveraging its own outputs as pseudo-ground-truth. Specifically, we train a lightweight feature adapter using a reprojection-based consistency loss, which distills VGGT outputs into a new geometrically-aligned feature space that captures spatial proximity in 3D. This enables state-of-the-art performance in both NVS and camera pose estimation, demonstrating that feature alignment is a highly beneficial step for downstream 3D reasoning.

Fri 5 June 13:02 - 13:15 PDT

Z-Order Transformer for Feed-Forward Gaussian Splatting

Can Wang ⋅ Lei Liu ⋅ Wei Jiang ⋅ Dong Xu

Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in photorealistic novel view synthesis. However, traditional 3DGS relies on a slow, iterative optimization process, which limits its use in scenarios demanding real-time results. To overcome this bottleneck, recent feed-forward methods aim to predict Gaussian attributes directly from images, but they often struggle with the redundancy of Gaussian primitives and rendering quality. In this paper, we introduce a transformer-based architecture specifically designed for feed-forward Gaussian Splatting. Our key insight is that spatial and semantic relationships among Gaussians can be effectively captured through a sparse attention mechanism, enabled by a Z-order strategy that organizes the unstructured Gaussian set into a spatially coherent sequence. Furthermore, we incorporate this Z-order strategy to adaptively suppress redundancy while preserving critical structural details. This allows the transformer to efficiently model context, compress Gaussian primitives, and predict Gaussian attributes in a single forward pass. Comprehensive experiments demonstrate that our method achieves fast and high-quality novel view synthesis with fewer Gaussian primitives.