<?xml version='1.0' encoding='UTF-8'?>
<feed xmlns:opensearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:arxiv="http://arxiv.org/schemas/atom" xmlns="http://www.w3.org/2005/Atom">
  <id>https://arxiv.org/api/eDNgyKOy36zCQy/jbdB7NeB2gP8</id>
  <title>arXiv Query: search_query=all:"3D Gaussian splatting" AND (all:"real-time" OR all:"level of detail" OR all:streaming)&amp;id_list=&amp;start=0&amp;max_results=30</title>
  <updated>2026-10-01T12:11:32Z</updated>
  <link href="https://arxiv.org/api/query?search_query=all:%223D+Gaussian+splatting%22+AND+(all:%22real-time%22+OR+(all:%22level+of+detail%22+OR+all:streaming))&amp;start=0&amp;max_results=30&amp;id_list=" type="application/atom+xml"/>
  <opensearch:itemsPerPage>30</opensearch:itemsPerPage>
  <opensearch:totalResults>793</opensearch:totalResults>
  <opensearch:startIndex>0</opensearch:startIndex>
  <entry>
    <id>http://arxiv.org/abs/2609.39553v1</id>
    <title>EffGS: Efficient and High-Fidelity Gaussian Splatting</title>
    <updated>2026-09-30T11:52:18Z</updated>
    <link href="https://arxiv.org/abs/2609.39553v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.39553v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables real-time novel view synthesis, but existing general-purpose acceleration methods suffer severe rendering quality degradation when extended to more complex, large-scale scenes. To address this issue, we propose EffGS, a more general acceleration framework that improves training and rendering efficiency while maintaining reconstruction quality comparable to or better than vanilla 3DGS across bounded and large-scale scenes. EffGS combines frequency-aware guidance, localized density control, and adaptive primitive scale modulation. First, an importance scoring mechanism combines pixel-wise reconstruction errors with a difference-of-Gaussians mask scheduled over training to provide stage-dependent spatial guidance. Second, localized densification and pruning restricts density modifications to Gaussians with valid projected footprints in the sampled views. Third, learnable per-Gaussian scale modulation adjusts effective primitive extent during optimization while retaining the Compact Box rasterization rule. Extensive experiments on bounded and large-scale scene datasets demonstrate a favorable balance between reconstruction quality, training time, and primitive count. Component ablations and matched-primitive-budget comparisons further support the effectiveness of the framework.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-30T11:52:18Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Changbai Li</name>
    </author>
    <author>
      <name>Shuo Yang</name>
    </author>
    <author>
      <name>Yichen Yang</name>
    </author>
    <author>
      <name>Shuwei Shao</name>
    </author>
    <author>
      <name>Huobin Tan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.37874v1</id>
    <title>EndoPrior-GS: Dynamic Endoscopic Reconstruction with a Joint Texture Prior</title>
    <updated>2026-09-29T15:49:22Z</updated>
    <link href="https://arxiv.org/abs/2609.37874v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.37874v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Dynamic endoscopic reconstruction is fundamental to robotic surgery and computer-assisted interventions. While 3D Gaussian Splatting (3DGS) realises real-time rendering, its application to deformable intraoperative environments remains constrained by spurious geometry and varying illuminations. To address these limitations, we introduce EndoPrior-GS, a novel pipeline that explicitly couples frame-extracted vision heuristics and estimated depth maps. EndoPrior-GS derives a joint texture prior from a tool-filtered valid tissue mask, a non-specular photometric filter, and anatomical structural salience, yielding a probability map that guides primitive initialisation and subsequent density control. The prior is further extended to the temporal domain through a texture-aware term that dynamically weighs pairwise primitive contributions during training. We conduct extensive experiments on benchmark datasets EndoNeRF and SCARED, and the obtained results show that our method EndoPrior-GS reduces Flow Error by 27.7% and 25.8% over the representative approaches while preserving competitive rendering quality and real-time rendering speed. Our project website is available at https://jiaqi-huang-77.github.io/EndoPrior-GS/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-29T15:49:22Z</published>
    <arxiv:comment>Accepted at ACCV 2026. Code: https://github.com/jiaqi-huang-77/EndoPrior-GS</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiaqi Huang</name>
    </author>
    <author>
      <name>Shidong Wang</name>
    </author>
    <author>
      <name>Tong Xin</name>
    </author>
    <author>
      <name>Kabita Adhikari</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.36969v1</id>
    <title>Prior-Driven Enhancements in 3D Gaussian Splatting: Normals and Depths Regularization</title>
    <updated>2026-09-29T08:06:24Z</updated>
    <link href="https://arxiv.org/abs/2609.36969v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.36969v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) is a state-of-the-art technique for 3D scene rendering, offering high efficiency and excellent visual quality. However, because 3DGS relies on an initial sparse point set from Structure-from-Motion (SfM) and view-dependent properties, it can suffer from geometric inaccuracies and visual artifacts, particularly in complex scenes. To address these challenges, we propose an improved 3DGS approach that regularizes the optimization process by integrating geometric priors, including surface normals and dense depth information. Surface normal regularization improves geometric consistency by aligning Gaussian covariance with local surface structures, while dense depth priors combined with an initial points from SfM enhance per-pixel depth estimation, increasing accuracy and reducing ambiguities. These enhancements enable robust handling of diverse and complex real-world scenarios, minimizing visual distortions and improving reconstruction quality across various environments. To validate our method, we evaluate it on challenging datasets, including street-view scenes and highly reflective environments, while testing it across multiple SfM pipelines. Our results demonstrate compatibility across diverse environments and highlight the robustness of our approach. Experimental findings further show that our method enhances geometric accuracy and visual quality, establishing a reliable solution for real-time 3D scene rendering in complex environments.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-29T08:06:24Z</published>
    <arxiv:comment>7 pages, 2 figures, 1 table. Oral presentation at ISPRS Geospatial Week 2025 (Dubai). Project page: https://gandanlee.github.io/pdigs/ Code: https://github.com/gandanlee/pdigs</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLVIII-G-2025, 891-897, 2025</arxiv:journal_ref>
    <author>
      <name>Gyeonggwan Lee</name>
    </author>
    <author>
      <name>Seunghwan Hong</name>
    </author>
    <author>
      <name>Junghun Suh</name>
    </author>
    <arxiv:doi>10.5194/isprs-archives-XLVIII-G-2025-891-2025</arxiv:doi>
    <link rel="related" href="https://doi.org/10.5194/isprs-archives-XLVIII-G-2025-891-2025" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.35619v1</id>
    <title>CollisionSplatting: Collision-Aware Motion Planning in 3DGS Scenes with Image-Conditioned Objectives and Adjustable Conservatism</title>
    <updated>2026-09-28T16:57:15Z</updated>
    <link href="https://arxiv.org/abs/2609.35619v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.35619v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Incorporating dense visual information into motion planning remains challenging, as geometric planners rely on abstracted scene representations that discard visual richness, while learned visual models often lack geometric interpretability and computational efficiency. This paper introduces CollisionSplatting, a simple, modular, GPU-accelerated, probability-inspired distance metric with tunable conservatism that operates directly on standard 3D Gaussian Splatting (3DGS) scenes. When combined with learned image-conditioned reward functions, this metric enables joint geometric and visual planning by unifying collision-aware costs with image-space objectives. We integrate the metric into GPU-accelerated Model Predictive Path Integral (MPPI) and Rapidly-Exploring Random Tree (RRT) planners, and show on-par or better collision-classification performance compared to representative baselines while achieving substantially higher collision-checking throughput and significantly lower VRAM usage. Finally, we demonstrate the effectiveness of our metric in real-world vision-guided navigation and manipulation tasks, highlighting 3DGS as a practical bridge between rich perception and real-time motion planning.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-28T16:57:15Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>R. Khorrambakht</name>
    </author>
    <author>
      <name>Joaquim Ortiz-Haro</name>
    </author>
    <author>
      <name>Stephan Weiss</name>
    </author>
    <author>
      <name>Ludovic Righetti</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.34579v2</id>
    <title>GenNVS: Geometry-enhanced Novel View Synthesis via Disentangled 3D Prior</title>
    <updated>2026-09-29T08:47:01Z</updated>
    <link href="https://arxiv.org/abs/2609.34579v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.34579v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Single-image novel view synthesis remains challenging because the underlying 3D geometry is highly ambiguous. Recent diffusion-based approaches produce plausible results, but they often struggle to preserve the geometric structure and spatial coherence of foreground objects. We present GenNVS, a framework for geometry-enhanced novel view synthesis via a disentangled 3D prior. Specifically, GenNVS models foreground objects and the background with 3D Gaussian Splatting and aligns them through a coarse-to-fine geometric optimization process to form a unified 3D scene. This scene conditions a video diffusion model through the proposed Dual-Stream Masking mechanism, which guides synthesis by jointly exploiting rendered validity masks and geometry-aware warping. Experimental results show that GenNVS performs favorably against recent methods in both visual quality and geometric accuracy, while naturally supporting flexible scene editing.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-28T08:23:48Z</published>
    <arxiv:comment>author errors</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yajiao Xiong</name>
    </author>
    <author>
      <name>Youyu Luan</name>
    </author>
    <author>
      <name>Xiaoyu Zhou</name>
    </author>
    <author>
      <name>Yongtao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.29985v1</id>
    <title>OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning</title>
    <updated>2026-09-24T15:35:08Z</updated>
    <link href="https://arxiv.org/abs/2609.29985v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.29985v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Underwater 3D reconstruction is critical for marine exploration, ecological monitoring, and subsea infrastructure inspection, yet remains challenging at large scale due to light attenuation, scattering, and limited capture coverage. While 3D Gaussian Splatting (3DGS) enables high-quality real-time rendering, its application to large underwater scenes is constrained by high memory consumption and inefficient optimization over extensive areas. We propose OceanXL, a fast and scalable 3DGS-based framework for large-scale underwater reconstruction. OceanXL adopts a divide-and-conquer strategy, partitioning scenes into spatially coherent blocks to enable efficient optimization while preserving global geometric consistency. We further introduce an adaptive pruning scheme tailored to underwater conditions that removes redundant primitives, producing compact representations without sacrificing visual fidelity. Together, these components improve training efficiency and rendering performance for large scenes. We also introduce a large-scale underwater dataset covering diverse marine environments. Experiments on five large-scale scenes demonstrate favorable scalability, compactness, and efficiency--quality trade-offs over large-scene baselines. Controlled comparisons on the small-scale SeaThru-NeRF dataset further show competitive reconstruction quality with substantially smaller model sizes than underwater-specific methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-24T15:35:08Z</published>
    <arxiv:comment>SIGGRAPH ASIA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haoran Wang</name>
    </author>
    <author>
      <name>Shaoyu Cai</name>
    </author>
    <author>
      <name>Adrian Azzarelli</name>
    </author>
    <author>
      <name>Zhuodong Jiang</name>
    </author>
    <author>
      <name>Guoxi Huang</name>
    </author>
    <author>
      <name>Eng Tat Khoo</name>
    </author>
    <author>
      <name>Brett Seymour</name>
    </author>
    <author>
      <name>Fan Zhang</name>
    </author>
    <author>
      <name>David Bull</name>
    </author>
    <author>
      <name>Nantheera Anantrasirichai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.25746v1</id>
    <title>Dual Covariance Gaussian Splatting SLAM: Decoupling Rendering and Registration for Robust Real-Time Tracking</title>
    <updated>2026-09-22T06:35:43Z</updated>
    <link href="https://arxiv.org/abs/2609.25746v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.25746v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>ICP-based 3D Gaussian Splatting (3DGS) SLAM tracks in real time by registering incoming frames against map Gaussians, using each primitive's covariance for both rendering and registration. These two uses place conflicting demands on one covariance. The mapper shapes it to minimize photometric error, often flattening it against surfaces, while robust registration typically benefits from measurement uncertainty. We propose a dual-covariance parameterization. Each Gaussian keeps a single mean but holds two covariances: a rendering covariance optimized by the mapper, and a tracking covariance derived from an RGB-D sensor noise model. We further use the tracking covariances as Gaussian anchors for image corners, providing constraints in directions where depth geometry is weak. We evaluate on TUM RGB-D, ScanNet, Replica, and two outdoor sequences recorded with a RealSense D435i on wheeled and handheld platforms. We achieve robust tracking performance across multiple scenes and reduced odometry drift, while tracking at $\sim$ 60 FPS.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-22T06:35:43Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Edward Beng Wai Tan</name>
    </author>
    <author>
      <name>Siew-Kei Lam</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23436v2</id>
    <title>GAPS: Generative Active Pseudo-view Selection for Sparse-View 3D Gaussian Splatting</title>
    <updated>2026-09-24T02:25:11Z</updated>
    <link href="https://arxiv.org/abs/2609.23436v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23436v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Novel view synthesis from sparse observations is severely under-constrained. Although 3D Gaussian Splatting (3DGS) enables real-time rendering, it produces floaters, broken geometry, and washed-out backgrounds when trained with few views. We propose an alternating optimization framework that uses a pre-trained image diffusion model to generate geometrically consistent pseudo-views for additional 3DGS supervision. Generation is constrained by depth-conditioned ControlNet, IP-Adapter style transfer, LoRA scene adaptation, and img2img structural anchoring. We introduce Generative Active Pseudo-view Selection (GAPS) to balance reconstruction informativeness and generative reliability when choosing target views. Its annealing schedule shifts from conservative interpolation early in training to exploratory extrapolation later, gradually covering unobserved regions. A dual-criterion admission gate and uncertainty-weighted losses reject unreliable generations, while density-adaptive DropGaussian reduces overfitting in complex scenes. On LLFF with 3/6/9 views, our method improves average PSNR over vanilla 3DGS by 0.40/0.89/0.70 dB. On Mip-NeRF 360 with 12/24 views, the gains are 1.18/0.80 dB. SSIM improves and LPIPS decreases in every setting. Ablations show that active selection and density-adaptive regularization are both necessary; only the full method reduces LPIPS below the no-pseudo-view baseline on unbounded 360-degree scenes.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-20T08:13:18Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hongfei Zhu</name>
    </author>
    <author>
      <name>Haochen Deng</name>
    </author>
    <author>
      <name>Sitao Zhang</name>
    </author>
    <author>
      <name>Ling Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23027v1</id>
    <title>Quality Assessment of 3D Gaussian Splatting: Distortions, Benchmarks, and Open Challenges</title>
    <updated>2026-09-19T13:53:08Z</updated>
    <link href="https://arxiv.org/abs/2609.23027v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23027v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) has become a practical scene representation for real-time novel-view rendering, compression, and immersive content delivery. However, its quality assessment still largely follows rendered-view proxy protocols that sample camera poses, render images or videos, and apply inherited image and video quality metrics. While convenient, this practice does not fully capture 3DGS-native degradations that originate from Gaussian primitive distributions, splatting and visibility behavior, and trajectory-dependent artifacts. This survey reviews recent 3DGS quality assessment studies from four perspectives, covering distortion characteristics, subjective benchmarks, objective metric reliability, and emerging directions for native 3DGS evaluation. Across the literature, we find that different benchmarks construct different notions of quality, and that metric effectiveness is highly protocol dependent, varying with distortion sources, stimulus formats, and view and trajectory sampling. Finally, we summarize open challenges and outline practical guidelines for building more comparable and representative 3DGS-QA evaluations.</summary>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-19T13:53:08Z</published>
    <arxiv:comment>Published in: 2026 11th International Conference on Image, Vision and Computing (ICIVC)</arxiv:comment>
    <arxiv:primary_category term="eess.IV"/>
    <author>
      <name>Shuai Liu</name>
    </author>
    <author>
      <name>Binqiang Liu</name>
    </author>
    <author>
      <name>Qingyu Mao</name>
    </author>
    <author>
      <name>Jiacong Chen</name>
    </author>
    <author>
      <name>Yongsheng Liang</name>
    </author>
    <author>
      <name>Youneng Bao</name>
    </author>
    <arxiv:doi>10.1109/ICIVC70586.2026.11686689</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/ICIVC70586.2026.11686689" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.22809v1</id>
    <title>Kinematic Interface for the Wild: Modular Bimanual Loco-Manipulation Capture from 360$^{\circ}$ Cameras Alone</title>
    <updated>2026-09-19T06:21:12Z</updated>
    <link href="https://arxiv.org/abs/2609.22809v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.22809v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>A wrist-mounted camera for UMI-style data collection must do two jobs: record the manipulation and localize in the scene. Most handheld devices localize online from workspace-facing views crowded by hands and objects, or add dedicated tracking hardware. Room-scale bimanual capture therefore still tends to instrument the operator or the scene for accurate localization. We present KIWI (Kinematic Interface for the Wild), a capture kit whose only electronics are off-the-shelf cameras. Our core system splits the two jobs across the two lenses of a 360-degree camera. The rear lens faces the room and builds a shared metric map that registers both hands, and an optional head camera, in one frame without workspace co-visibility; the front lens records the manipulation, and offline IMU fusion bridges front-lens tracking loss. Through our quick-release plate, the camera module attaches to chopstick grippers, parallel-jaw grippers, hand-wrist mounts, or robot flanges. Across six bimanual recordings, combining the rear and front lenses failed to localize only 0.1% of query frames, whereas front-only bimanual feature alignment failed on 24.8% of frames and lost one recording entirely; against evaluation fiducials, localization error stayed within 4.5 mm. KIWI's recovered poses were sufficiently consistent for the four wrist streams alone to reconstruct the scene as a 3D Gaussian splat.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-19T06:21:12Z</published>
    <arxiv:comment>10 pages, 9 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Benjamin Yang</name>
    </author>
    <author>
      <name>Weiying Wang</name>
    </author>
    <author>
      <name>Shenggao Li</name>
    </author>
    <author>
      <name>Keming Yan</name>
    </author>
    <author>
      <name>Sasha Wilkinson</name>
    </author>
    <author>
      <name>Zelin Wang</name>
    </author>
    <author>
      <name>Yip Fun Yeung</name>
    </author>
    <author>
      <name>Lingfeng Sun</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.18737v1</id>
    <title>Geometry beneath the Waves: Dense Priors for Sparse-View Underwater 3D Gaussian Splatting</title>
    <updated>2026-09-16T14:32:58Z</updated>
    <link href="https://arxiv.org/abs/2609.18737v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.18737v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Underwater 3D reconstruction supports applications ranging from marine ecosystem monitoring and subsea inspection to underwater archaeology, education, and immersive visualisation. 3D Gaussian Splatting has made real-time photorealistic novel-view rendering practical, while underwater variants incorporate physically based image-formation models to separate medium effects from scene radiance. Their reconstruction quality, however, remains fundamentally limited by the geometry used for initialisation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-16T14:32:58Z</published>
    <arxiv:comment>Accepted to SIGGRAPH Asia Poster</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Harvey Caldeira</name>
    </author>
    <author>
      <name>Haoran Wang</name>
    </author>
    <author>
      <name>Guoxi Huang</name>
    </author>
    <author>
      <name>Shaoyu Cai</name>
    </author>
    <author>
      <name>Rachel Fu</name>
    </author>
    <author>
      <name>Nantheera Anantrasirichai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.18624v1</id>
    <title>MoQSplat: Adaptive Progressive Streaming of 3D Gaussian Splatting via MoQ</title>
    <updated>2026-09-16T13:14:01Z</updated>
    <link href="https://arxiv.org/abs/2609.18624v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.18624v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables photorealistic novel view synthesis, but transmitting gigabyte-scale scene data remains challenging for immersive applications. Traditional HTTP Adaptive Streaming over TCP introduces Head-of-Line (HOL) blocking and coarse segmenting ill-suited to fine-grained 3DGS delivery. We propose MoQSplat, which maps 3DGS content onto the Media over QUIC (MoQ) transport hierarchy. MoQSplat partitions scenes into spatial Tracks, clusters splats into semantically coherent Groups, and constructs progressive-quality Subgroups mapped to independent QUIC streams to eliminate connection-level HOL blocking. Using a stateless, subscriber-driven adaptation loop, clients dynamically request spatial regions and quality tiers based on six degrees of freedom (6-DoF) frustum visibility, distance, and foveal alignment. We evaluate the core components on a prototype implementation, showing that opacity-based pruning outperforms scale-based pruning for progressive delivery. The source code is available at https://github.com/emanuele-artioli/MoQSplat.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.NI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-16T13:14:01Z</published>
    <arxiv:comment>7 pages. Accepted at IEEE MMSP 2026 (Istanbul, 22-24 September 2026). First three authors contributed equally. Code: https://github.com/emanuele-artioli/MoQSplat</arxiv:comment>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Emanuele Artioli</name>
    </author>
    <author>
      <name>Mohammadreza Ghafari</name>
    </author>
    <author>
      <name>Md Tariqul Islam</name>
    </author>
    <author>
      <name>Farzad Tashtarian</name>
    </author>
    <author>
      <name>Christian Rothenberg</name>
    </author>
    <author>
      <name>Christian Timmerer</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.17387v1</id>
    <title>PanoGS-SLAM: Panoramic 3D Gaussian Splatting SLAM</title>
    <updated>2026-09-15T16:26:12Z</updated>
    <link href="https://arxiv.org/abs/2609.17387v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.17387v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time dense SLAM is a core capability for robotics applications that require robust localization and high- quality mapping in dynamic or fast-changing environments. Recent 3D Gaussian Splatting (3DGS)-based SLAM methods have shown promising performance, but most are designed for narrow-FoV pinhole cameras, where limited angular coverage weakens pose observability and often leads to unstable photo- metric optimization under rapid motion and large viewpoint changes. We present PanoGS-SLAM, the first panoramic dense SLAM system built on 3D Gaussian Splatting. Our method per- forms differentiable rendering and pose optimization directly in the spherical domain, enabling omnidirectional photometric constraints for more stable tracking. To improve geometric consistency and robustness, we introduce (1) a sphere-consistent photometric loss that compensates for the area distortion of equirectangular projection, and (2) a depth-guided Gaussian initialization strategy that stabilizes incremental mapping in newly observed regions. Extensive experiments on both real and synthetic panoramic benchmarks (PALVIO and SynPano) show that PanoGS-SLAM consistently outperforms geometric and GS-based baselines in tracking accuracy and rendering quality, while achieving fast front-end convergence and real-time perfor- mance. In addition, controlled field-of-view experiments reveal a clear monotonic improvement in optimization conditioning and convergence stability as angular coverage increases, high- lighting the fundamental role of sensing geometry in shaping the optimization landscape of differentiable Gaussian-based SLAM. The source code will be made publicly available.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-15T16:26:12Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yongqi Mao</name>
    </author>
    <author>
      <name>Hao Shi</name>
    </author>
    <author>
      <name>Yufan Zhang</name>
    </author>
    <author>
      <name>Zhonghua Yi</name>
    </author>
    <author>
      <name>Xiangfei Guo</name>
    </author>
    <author>
      <name>Kaiwei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.11079v1</id>
    <title>RIDE: Relocalization-Informed Depth Estimation with 3D Gaussian Splatting</title>
    <updated>2026-09-10T04:36:58Z</updated>
    <link href="https://arxiv.org/abs/2609.11079v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.11079v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Render--match--PnP relocalization establishes correspondences between query image pixels and 3D map points for camera pose recovery, but their potential to support dense depth estimation is often overlooked. To exploit this geometric information, we present RIDE, which estimates dense metric depth from a robot's RGB stream. Given a metrically scaled 3D Gaussian Splatting (3DGS) model, RIDE combines sparse metric depth observations derived from PnP-RANSAC inlier correspondences with the geometric prior of a pretrained video-depth model. To handle uneven and intermittent observations, it integrates global and local depth correction with temporal memory, supporting depth estimation through short observation gaps after metric scale initialization. Trained on public RGB-D videos, RIDE is evaluated on robot sequences without fine tuning. Experiments show improved depth accuracy and temporal consistency over scale-only calibration, demonstrating how localization geometry can support both pose recovery and dense robot perception.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-10T04:36:58Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Jiarong Lian</name>
    </author>
    <author>
      <name>Zhe Xiao</name>
    </author>
    <author>
      <name>Zhaoyang Zhang</name>
    </author>
    <author>
      <name>Wei Li</name>
    </author>
    <author>
      <name>Ruizhi Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.10307v1</id>
    <title>View-Structured Conformal Prediction for 3D Gaussian Splatting</title>
    <updated>2026-09-09T15:16:52Z</updated>
    <link href="https://arxiv.org/abs/2609.10307v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.10307v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-09T15:16:52Z</published>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Junzheng Chu</name>
    </author>
    <author>
      <name>Bin Pan</name>
    </author>
    <author>
      <name>Zhenwei Shi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.10095v1</id>
    <title>LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting</title>
    <updated>2026-09-09T12:19:34Z</updated>
    <link href="https://arxiv.org/abs/2609.10095v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.10095v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables real-time novel view synthesis but produces millions of primitives through adaptive densification, leading to significant storage overhead. Learned-mask pruning methods such as LP-3DGS address this by assigning each Gaussian a learnable mask to identify and prune redundant primitives. However, we identify a limitation of this paradigm: the steep slope of the Gumbel-Sigmoid activation drives mask values to the extremes within the short mask-training window, before the importance ranking has stabilized, producing a sharply bimodal distribution from which that ranking can no longer be reliably recovered. We propose LinearMask-GS, which replaces Gumbel-Sigmoid with a linear increment activation that keeps mask values in a mid-confidence regime throughout mask training, producing a stable, unimodal mask distribution whose ranking tracks importance. On Mip-NeRF 360, our method achieves 3.6x and 1.6x Gaussian reductions over 3DGS and LP-3DGS, respectively, while maintaining or improving rendering quality. For outdoor scenes, it yields a 1.6x reduction (from 2.18M to 1.36M) with notable gains in PSNR (+0.38 dB), SSIM (+0.025), and LPIPS (-0.029).</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-09T12:19:34Z</published>
    <arxiv:comment>Accepted to BMVC 2026. 17 pages main paper + 17 pages supplementary material, 3 figures, 4 tables in the main paper</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Donghun Ryu</name>
    </author>
    <author>
      <name>Minhyeok Lee</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.08730v1</id>
    <title>CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation</title>
    <updated>2026-09-08T13:26:32Z</updated>
    <link href="https://arxiv.org/abs/2609.08730v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.08730v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-08T13:26:32Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bingxian Li</name>
    </author>
    <author>
      <name>Yilong Li</name>
    </author>
    <author>
      <name>Jingliang Peng</name>
    </author>
    <author>
      <name>Peng-Shuai Wang</name>
    </author>
    <author>
      <name>Fei Zhu</name>
    </author>
    <author>
      <name>Guozheng Li</name>
    </author>
    <author>
      <name>Chi Harold Liu</name>
    </author>
    <author>
      <name>Guoping Wang</name>
    </author>
    <author>
      <name>Bo Pang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.07274v1</id>
    <title>LightSplat: Real-Time High-Fidelity 3D Gaussian SLAM with Loop Closure</title>
    <updated>2026-09-07T09:37:03Z</updated>
    <link href="https://arxiv.org/abs/2609.07274v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.07274v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>SLAM systems based on 3D Gaussian Splatting (3DGS) have recently demonstrated promising reconstruction accuracy for dense 3D scene representations. However, current 3DGS systems struggle to meet the strict demands of real-world deployments due to severe limitations in operational performance and map adaptability. To this end, we propose LightSplat, a hybrid-representation RGB-D SLAM framework. It synergizes local sparse features for robust and fast tracking with a dual-thread backend that progressively constructs dense Gaussian submaps. Crucially, we enable online loop closure through feature-accelerated 3DGS registration, refining overall map consistency through pose graph optimization. Ultimately, LightSplat achieves the online reconstruction of high-fidelity Gaussian map. Extensive experiments on multiple datasets and real-world robotic platform demonstrate that our method achieves near state-of-the-art reconstruction quality and the capability to accommodate practical camera motions, maintaining an average framerate of 8 FPS. Overall, LightSplat provides an efficient and robust foundation for deploying high-fidelity 3DGS in real-world environments.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-07T09:37:03Z</published>
    <arxiv:comment>Accepted to 2026 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Junze Bao</name>
    </author>
    <author>
      <name>Ye Gao</name>
    </author>
    <author>
      <name>Yiming Huang</name>
    </author>
    <author>
      <name>Xiaolong Yu</name>
    </author>
    <author>
      <name>Chen Dong</name>
    </author>
    <author>
      <name>Qing Gao</name>
    </author>
    <author>
      <name>Wei Wang</name>
    </author>
    <author>
      <name>Jinhu Lü</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.06157v1</id>
    <title>From Splats to Silicon: Rethinking Computational Efficiency of 3DGS</title>
    <updated>2026-09-05T15:57:26Z</updated>
    <link href="https://arxiv.org/abs/2609.06157v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.06157v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies substantially across scenes, viewpoints, rendering paths, and platform constraints. Existing studies pursue efficiency through representation and algorithm design, GPU runtime optimization, and architectural support, but their reported gains correspond to different points along the rendering and update paths. Connecting these indicators to end-to-end system benefit requires tracing how each optimization changes Gaussian selection, screen-space work, data movement, and stage or frame time. We therefore use a workload-centric framework to connect representation and algorithm research, GPU runtimes, and hardware architectures and to identify recurring workload patterns. We complement literature analysis with reproduced measurements and controlled GPU profiling of selected implementations, relating workload counts to stage time and memory traffic. Together, these comparisons show that system gains depend on workload reductions reaching downstream execution, granularity matching each stage, and the cost of data transfers, synchronization, and cached results, gradients, and optimizer data. Building on these findings, we discuss more consistent evaluation under rendering-quality constraints and identify key directions for future system design.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-05T15:57:26Z</published>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Minnan Pei</name>
    </author>
    <author>
      <name>Qiwei Dong</name>
    </author>
    <author>
      <name>Yihan Zhou</name>
    </author>
    <author>
      <name>Gang Li</name>
    </author>
    <author>
      <name>Yuchen Zhu</name>
    </author>
    <author>
      <name>Wenju Zhao</name>
    </author>
    <author>
      <name>Zhongtian Long</name>
    </author>
    <author>
      <name>Siting Wang</name>
    </author>
    <author>
      <name>Peisong Wang</name>
    </author>
    <author>
      <name>Jian Cheng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.05127v1</id>
    <title>GradRig: Differentiable Weights for Skinned Gaussian Splat Deformation</title>
    <updated>2026-09-04T13:27:43Z</updated>
    <link href="https://arxiv.org/abs/2609.05127v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.05127v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Skinned deformation is a common framework to turn a 3D shape from its rest pose into a dynamic pose through the deformation of a coarser kinematic structure, called rig. When applied to a 3D mesh, this rig only needs to displace vertices to deform the polygons that connect them. However, when deforming 3D Gaussian Splats, which do not provide connectivity information, rigidly transforming points is not enough to prevent the creation of holes when stretching shapes. In this paper, we use the spatial gradient of skinning weights to provide a full mesh-free deformation pipeline for Gaussian Splats, that more accurately stretches splats while remaining fully compatible with real-time rendering capabilities, which we demonstrate in a WebGL viewer. We present how we evaluate these gradients when the user creates the rig structure and propose an optional adaptive resampling scheme to split up splats that still produce artifacts.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-04T13:27:43Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Nina Vesseron</name>
    </author>
    <author>
      <name>Élie Michel</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.03897v1</id>
    <title>Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editing</title>
    <updated>2026-09-03T14:17:55Z</updated>
    <link href="https://arxiv.org/abs/2609.03897v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.03897v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting that supports palette-based recoloring, per-palette tone curves for color-aware luminance adjustment, and pixel-level color constraints. Rather than training a new representation from scratch, we reparameterize the spherical harmonics of a pretrained vanilla 3DGS to encode view-dependent palette weights. We simultaneously solve for weights and palette colors via a loss based on image-space sparsity. Luminance editing is realized as a per-pixel weight shift along the achromatic axis, which we show is equivalent to a per-pixel palette-aware luminance edit. This view-space formulation addresses a core limitation of prior primitive-space methods, where alpha-blending breaks per-Gaussian sparsity and causes edits to bleed into unintended regions. Our edits run in tens of milliseconds via an iteratively reweighted least squares and damped block-coordinate descent that couples tone curves and palette shifts under view-space sparsity. Our representation can be efficiently baked back into a vanilla 3DGS, preserving compatibility with standard viewers. We demonstrate sparser, more localized edits than prior palette-based 3DGS methods, while enabling independent luminance control per palette color and view-consistent pixel-level constraints, capabilities previously unavailable for 3DGS.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T14:17:55Z</published>
    <arxiv:comment>11 pages, 9 figures</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <arxiv:journal_ref>SIGGRAPH Asia 2026 Conference Papers</arxiv:journal_ref>
    <author>
      <name>Cheng-Kang Ted Chao</name>
    </author>
    <author>
      <name>Yotam Gingold</name>
    </author>
    <arxiv:doi>10.1145/3829340.3842202</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3829340.3842202" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.03613v1</id>
    <title>TileGS: Tile-Local Depth Binning for Gaussian Splatting Rasterization</title>
    <updated>2026-09-03T09:59:32Z</updated>
    <link href="https://arxiv.org/abs/2609.03613v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.03613v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time 3D Gaussian Splatting (3DGS) achieves high rendering quality, but standard rasterization still traverses a globally sorted tile stream that creates long per-tile ranges and heavy geometry-attribute traffic. We present TileGS, a tile-local reorganization of Gaussian splatting. TileGS turns each long tile range into a sequence of shorter depth-local ranges, rasterizes those ranges in front-to-back order, and applies selective repair where coarse ordering is insufficient to match baseline compositing. Across a 9-scene benchmark on desktop and laptop Ada GPUs, our default No-GW (No Geometry-Write) variant delivers a mean 1.44x raster-kernel speedup on RTX 4090 and mean end-to-end frame speedups of 1.069x on RTX 4090 and 1.094x on RTX 1000 Ada over gsplat--a widely used optimized open-source 3DGS implementation--while matching the gsplat output up to numerical noise (|Delta PSNR| &lt; 0.001 dB, |Delta SSIM| &lt; 0.001, |Delta LPIPS| &lt; 0.001). Full-suite RTX 4090 Nsight Compute profiling reveals TileGS is faster despite lower SM throughput, lower active-warp occupancy, and higher DRAM traffic, while total SASS thread instructions fall by 1.26x. Source-attributed profiling confirms that geometry attributes dominate the remaining memory pressure (85.8% of total raster traffic and 88.6% of excess sectors). Together, these counters support the interpretation that TileGS improves raster performance by reducing effective raster traversal work, rather than by reducing byte volume, improving coalescing, increasing occupancy, or directly reducing measured warp divergence.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T09:59:32Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Wei Tan</name>
    </author>
    <author>
      <name>Matias Turkulainen</name>
    </author>
    <author>
      <name>Lauri Ilola</name>
    </author>
    <author>
      <name>Hamed Rezazadegan Tavakoli</name>
    </author>
    <author>
      <name>Juho Kannala</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.03304v1</id>
    <title>AnyGS2Mesh: Feed-Forward Mesh Reconstruction from 3D Gaussian Splatting with Arbitrary-Resolution Views</title>
    <updated>2026-09-03T02:53:45Z</updated>
    <link href="https://arxiv.org/abs/2609.03304v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.03304v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing 3D mesh reconstruction methods from Gaussian scene representations predominantly rely on iterative optimization, resulting in slow inference and limited scalability to high-resolution inputs. In this paper, we present AnyGS2Mesh, the first feed-forward framework for directly reconstructing 3D meshes from 3D Gaussian Splatting representations with support for arbitrary input image resolutions. Our approach incorporates a Gaussian-Guided Transformer architecture that exploits explicit 3D geometric priors for efficient mesh generation. We introduce three key components: (1) a Gaussian-Guided Spatial Reasoning Transformer represents Gaussian primitives as structured 3D tokens and jointly reasons over Gaussian and image features; (2) a Streaming and Patchwise Geometry Encoder processes native-resolution views sequentially and aggregates information across variable-length view sets; (3) a Scale-Aligned Hybrid Depth Refiner uses a PatchFusion-style encoder--decoder to fuse RGB-conditioned predicted depth with Gaussian-rendered metric depth, combining fine local structures with globally consistent metric scale. The refined depth maps are integrated through TSDF fusion, followed by Marching Cubes for deterministic mesh extraction. Extensive experiments show that AnyGS2Mesh achieves state-of-the-art reconstruction quality while significantly reducing inference time compared with optimization-based baselines, enabling near-real-time, high-quality mesh reconstruction. Our results demonstrate the potential of combining Gaussian representations and feed-forward Transformer architectures for scalable 3D geometry reconstruction. The code will be made publicly available upon acceptance.</summary>
    <category term="cs.CG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T02:53:45Z</published>
    <arxiv:primary_category term="cs.CG"/>
    <author>
      <name>Yuxuan Song</name>
    </author>
    <author>
      <name>Fan Gao</name>
    </author>
    <author>
      <name>Yibo Zhao</name>
    </author>
    <author>
      <name>Jiarui Wen</name>
    </author>
    <author>
      <name>Youcheng Cai</name>
    </author>
    <author>
      <name>Ligang Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.02543v1</id>
    <title>LightBridge: Feed-Forward Generative Relighting for 3D Gaussian Splatting</title>
    <updated>2026-09-02T12:58:24Z</updated>
    <link href="https://arxiv.org/abs/2609.02543v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.02543v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) achieves high-quality, real-time novel view synthesis, but the resulting assets have baked-in illumination and cannot be easily relit. Inverse rendering methods optimize simplified reflectance and illumination models for each scene, limiting efficiency and relighting quality. Recent generative approaches leverage large diffusion models for realistic lighting edits, but applying them to 3DGS typically requires an additional per-scene optimization stage to bake the edited appearance into the representation. We present LightBridge, a feed-forward generative framework for controllable relighting of complete 3DGS assets in a single pass. To enable feed-forward training, we construct a large-scale Multi-Illumination Relighting Dataset with paired source and target observations of the same scenes. Latent Bridge Relighting Diffusion models relighting as source-to-target transport in latent space, enabling one-step extraction of 2D visual tokens without iterative diffusion sampling. A Gaussian Propagation Transformer uses a point transformer with sparse image-to-point self-attention followed by point-to-image cross-attention to efficiently propagate these cues across the complete 3DGS, while avoiding full attention over all image and Gaussian tokens. Experiments validate these designs, demonstrating competitive relighting quality and efficient single-pass prediction of complete relit 3DGS assets without scene-specific optimization. The code and dataset will be made publicly available upon acceptance.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-02T12:58:24Z</published>
    <arxiv:comment>14pages, 8figures</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Hezhi Cao</name>
    </author>
    <author>
      <name>Panhao Cheng</name>
    </author>
    <author>
      <name>huangsheng du</name>
    </author>
    <author>
      <name>Qibiao Li</name>
    </author>
    <author>
      <name>Youcheng Cai</name>
    </author>
    <author>
      <name>Ligang Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.02352v1</id>
    <title>Atlas: Algorithm-Hardware Co-Design for On-Device City-Scale 3D Gaussian Splatting in VR</title>
    <updated>2026-09-02T09:25:00Z</updated>
    <link href="https://arxiv.org/abs/2609.02352v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.02352v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian splatting (3DGS) has drawn significant attention in the architectural community recently. However, enabling city scale 3DGS on mobile VR devices remains challenging, as the memory requirement of large scale scenes far exceeds the memory capacity of today's mobile GPUs. This paper presents Atlas, an on device city scale 3DGS rendering framework that enables scalable rendering without runtime Internet access. The key insight is that although the full 3DGS model is massive, each frame only requires a small subset of Gaussians under the current pose and level of detail requirement. Based on this insight, Atlas introduces a hierarchical memory offloading mechanism that dynamically loads only necessary Gaussian data into device memory. To further improve performance, Atlas proposes temporal aware LoD search and stereo rasterization to avoid redundant computation in VR. We further show that our technique can be integrated with existing 3DGS accelerators with negligible hardware overhead. Overall, Atlas achieves 18.5x speedup over the GPU baseline and 3.9x speedup over the state of the art 3DGS accelerators, with 92.4% energy savings.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-02T09:25:00Z</published>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>He Zhu</name>
    </author>
    <author>
      <name>Zheng Liu</name>
    </author>
    <author>
      <name>Xingyang Li</name>
    </author>
    <author>
      <name>Anbang Wu</name>
    </author>
    <author>
      <name>Zihan Liu</name>
    </author>
    <author>
      <name>Ruyang Li</name>
    </author>
    <author>
      <name>Hui Wei</name>
    </author>
    <author>
      <name>Yaqian Zhao</name>
    </author>
    <author>
      <name>Jingwen Leng</name>
    </author>
    <author>
      <name>Minyi Guo</name>
    </author>
    <author>
      <name>Yu Feng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.00994v1</id>
    <title>EvoGS: Modeling Deformation Evolution for Dynamic Gaussian Splatting</title>
    <updated>2026-09-01T09:45:12Z</updated>
    <link href="https://arxiv.org/abs/2609.00994v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.00994v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent extensions of 3D Gaussian Splatting (3DGS) enable real-time novel view synthesis in dynamic scenes by learning time-conditioned Gaussian deformations. However, existing MLP-based methods typically estimate deformations independently at each timestamp, making them less robust to large or abrupt motions. To address this issue, we propose \textbf{EvoGS}, a 3DGS-based dynamic reconstruction framework that models Gaussian deformation as a temporal evolution process. EvoGS maintains persistent deformation states for each Gaussian, extrapolates future states from historical deformation states, and corrects the predictions with MLP-derived observations. The correction is adaptively weighted using a temporal residual memory and evolution statistics such as deformation velocity and trajectory deviation. To further improve reconstruction quality, EvoGS introduces deformation-aware densification. Clone and split operations are performed along corrected deformation directions, while an uncertainty-aware strategy suppresses densification for Gaussians with unstable deformation histories. Experiments show that EvoGS improves dynamic novel view synthesis quality and achieves competitive performance across benchmarks.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-01T09:45:12Z</published>
    <arxiv:comment>Accepted by Pacific Graphics 2026 (journal track)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Wei Dong</name>
    </author>
    <author>
      <name>Shahram Shirani</name>
    </author>
    <author>
      <name>Jun Chen</name>
    </author>
    <author>
      <name>Han Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.30342v1</id>
    <title>CapFrame: Text-Instructed Viewpoint Grounding in 3D Gaussian Scenes via Geometric Pseudo Labels</title>
    <updated>2026-08-31T06:56:32Z</updated>
    <link href="https://arxiv.org/abs/2608.30342v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.30342v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables photorealistic real-time novel view synthesis, yet placing a virtual camera to capture a desired frame remains largely manual. Existing language-guided approaches in 3D scenes mainly focus on object-centric grounding, determining what to observe but rarely controlling how it should appear in a single frame, such as subject orientation or frame layout. To address this limitation, we introduce a new task, Text-Instructed Viewpoint Grounding (TIVG), which aims to identify a 6-DoF camera pose in a 3D Gaussian scene whose rendered frame aligns with a text instruction. To solve this task, we propose CapFrame, a partially differentiable framework that converts language into geometric pseudo labels for camera pose optimization. CapFrame follows a Retrieve-Translate-Refine pipeline: it retrieves relevant views and ranks them through a Question-Evaluation process with MLLMs, translates the instruction into orientation and layout pseudo labels, and refines the camera pose via differentiable optimization with layout and orientation losses in 3DGS. Experiments on 38 real-world scenes with 135 instructions indicate that CapFrame produces viewpoints better aligned with texts than heuristic viewpoint search and adapted trajectory generation baselines, validated by VLM metrics, MLLM judges, and user studies. Code is available at: https://github.com/jirongli/CapFrame</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-31T06:56:32Z</published>
    <arxiv:comment>Accepted at ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jirong Li</name>
    </author>
    <author>
      <name>Satoshi Ikehata</name>
    </author>
    <author>
      <name>Shuhei Kurita</name>
    </author>
    <author>
      <name>Ikuro Sato</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.29538v1</id>
    <title>As-Rigid-As-Possible Deformation of Gaussian Radiance Fields</title>
    <updated>2026-08-30T03:51:14Z</updated>
    <link href="https://arxiv.org/abs/2608.29538v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.29538v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-30T03:51:14Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <arxiv:journal_ref>IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 10, pp. 7727-7739, Oct. 2025</arxiv:journal_ref>
    <author>
      <name>Xinhao Tong</name>
    </author>
    <author>
      <name>Tianjia Shao</name>
    </author>
    <author>
      <name>Yanlin Weng</name>
    </author>
    <author>
      <name>Yin Yang</name>
    </author>
    <author>
      <name>Kun Zhou</name>
    </author>
    <arxiv:doi>10.1109/TVCG.2025.3555404</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/TVCG.2025.3555404" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.28240v2</id>
    <title>WilLaGS: Latent-Conditional 3D Appearance Fields for Robust Gaussian Splatting In-the-Wild</title>
    <updated>2026-09-20T09:26:39Z</updated>
    <link href="https://arxiv.org/abs/2608.28240v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.28240v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) delivers real-time and high-fidelity rendering but remains challenged by unconstrained in-the-wild scenes, where drastic appearance variations and transient objects violate multi-view consistency. Existing methods are fundamentally limited by independent and discrete embeddings that struggle to capture continuous environmental changes or model spatially-varying local illumination. To address these limitations, we propose \textbf{WilLaGS}, a unified framework for robust 3D scene reconstruction and generative appearance synthesis under unconstrained settings. Specifically, we introduce a generative appearance model where a $β$-VAE learns a structured and continuous manifold of global appearance. Conditioned on the latent code, we construct a 3D neural appearance field that generates dynamic Tri-Plane features to encode spatially-varying local illumination effects. Furthermore, to suppress transient artifacts, we present a self-supervised perceptual masking mechanism that leverages a Teacher-Student (EMA) architecture to derive a stable scene consensus, robustly identifying inconsistent regions via perceptual discrepancies. Extensive experiments on multiple datasets demonstrate that \textbf{WilLaGS} achieves state-of-the-art performance in reconstruction quality and novel view appearance synthesis, while maintaining real-time rendering efficiency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-28T11:55:53Z</published>
    <arxiv:comment>Accepted by ECCV2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuhao Bai</name>
    </author>
    <author>
      <name>Qianqiu Tan</name>
    </author>
    <author>
      <name>Lilong Chen</name>
    </author>
    <author>
      <name>Huanhuan Lv</name>
    </author>
    <author>
      <name>Lijun Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.26383v1</id>
    <title>Cross-Platform Benchmark of Neural 3D Reconstruction for Autonomous Laboratory Robots</title>
    <updated>2026-08-26T20:16:02Z</updated>
    <link href="https://arxiv.org/abs/2608.26383v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.26383v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Autonomous robots performing laboratory tasks depend on 3D reconstruction pipelines that can turn raw camera streams into actionable object representations within the latency budget of a physical control loop. Neural 3D reconstruction methods have demonstrated high-quality view synthesis, but their real-time viability across the compute platforms on which laboratory robots actually run remains poorly characterized. In this work, we present a systematic compute-platform benchmark of neural 3D reconstruction methods, evaluating NeRF and 3D Gaussian Splatting training and rendering on GPU-enabled computing devices ranging from single-board computers to server-class nodes, and place Meta's SAM3D single-image reconstruction on the same axes to quantify its latency and fidelity gap relative to per-scene optimization. Our results show that Gaussian Splatting yields higher rendering quality than NeRF at greater GPU cost, and that onboard compute is insufficient for full per-scene optimization at interactive rates. Our preliminary assessment on SAM3D indicates that it delivers plausible object geometry within seconds, but with detail mismatches that can compromise downstream manipulation. Together, these findings motivate tiered pipelines in which lightweight feed-forward reconstruction sustains the real-time perception-and-tracking loop for laboratory robots, while heavier neural reconstruction is scheduled selectively on suitable compute.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-26T20:16:02Z</published>
    <arxiv:comment>This manuscript is peer-reviewed from the committees in the workshop "VAxAutoSci: Visual Analytics in the Age of Autonomous Scientific Discovery" in conjunction with 2026 IEEE Visualization &amp; Visual Analytics</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yongho Kim</name>
    </author>
    <author>
      <name>Mengjiao Han</name>
    </author>
    <author>
      <name>Victor Mateevitsi</name>
    </author>
    <author>
      <name>Silvio Rizzi</name>
    </author>
    <author>
      <name>Michael E. Papka</name>
    </author>
    <author>
      <name>Nicola Ferrier</name>
    </author>
  </entry>
</feed>
