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  <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>2026-09-06T21:18:28Z</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"/>
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  <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/2608.28240v1</id>
    <title>WilLaGS: Latent-Conditional 3D Appearance Fields for Robust Gaussian Splatting In-the-Wild</title>
    <updated>2026-08-28T11:55:53Z</updated>
    <link href="https://arxiv.org/abs/2608.28240v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.28240v1" 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>
  <entry>
    <id>http://arxiv.org/abs/2608.22906v1</id>
    <title>AquaFlow: A Monocular Gaussian Splatting SLAM for Underwater Streaming Reconstruction</title>
    <updated>2026-08-24T07:39:07Z</updated>
    <link href="https://arxiv.org/abs/2608.22906v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.22906v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent monocular 3D Gaussian Splatting (3DGS) streaming reconstruction methods have achieved impressive performance by balancing reconstruction quality and efficiency. However, extending these frameworks to underwater scenes remains challenging due to severe visual degradation, such as light attenuation and scattering, which degrades camera pose tracking and distorts scene geometry. To address these challenges, we propose AquaFlow, a monocular Gaussian Splatting streaming reconstruction framework for efficient and high-fidelity underwater reconstruction. Specifically, AquaFlow fine-tunes a 3D vision foundation model on large-scale underwater data for robust pose and pointmap estimation, and introduces a medium-guided incremental Gaussian initialization strategy for streaming mapping. Furthermore, we develop a streaming-compatible hybrid scene representation that integrates structured, distance-conditioned neural Gaussians with a physics-inspired optical model to compensate for underwater image formation effects, enabling accurate scene reconstruction. We evaluate AquaFlow on a comprehensive dataset of 62 diverse underwater trajectories, collected from both public benchmarks and in-the-wild web videos across various scales. Extensive experiments demonstrate that AquaFlow achieves state-of-the-art tracking and rendering performance, reducing average localization error by 13.2% and improving PSNR by 4.74 dB compared to WaterSplat-SLAM.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-24T07:39:07Z</published>
    <arxiv:comment>Preprint</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yingxiang Xu</name>
    </author>
    <author>
      <name>Kerui Ren</name>
    </author>
    <author>
      <name>Wenqi Guo</name>
    </author>
    <author>
      <name>Changjian Jiang</name>
    </author>
    <author>
      <name>Tao Lu</name>
    </author>
    <author>
      <name>Linning Xu</name>
    </author>
    <author>
      <name>Mulin Yu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.22344v1</id>
    <title>Fast and Compact 3D Gaussian Splatting with Polarized Opacity Prior</title>
    <updated>2026-08-23T10:21:30Z</updated>
    <link href="https://arxiv.org/abs/2608.22344v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.22344v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) achieves state-of-the-art rendering quality at real-time speeds but suffers from "model bloat" - a large number of redundant, low-opacity Gaussians that inflate memory usage and training costs. This inefficiency stems from the standard "densify-then-prune" paradigm, which expands the model aggressively before relying on pruning to achieve compactness. To mitigate this problem, we present an efficient training framework that builds an intrinsically compact representation, replacing the conventional densify-then-prune cycle. Our method leverages a synergistic design: an L2 reconstruction loss to provide error-proportional gradients that stabilize optimization, and a novel Polarized Opacity Prior (POP) to actively manage the Gaussian population. POP steers informative primitives toward full opacity and uninformative ones toward transparency, enabling natural pruning and accelerating rendering through Early Ray Termination. Experiments on three public datasets demonstrate that our approach consistently achieves accelerated 3DGS training with significantly fewer Gaussians while maintaining comparable visual reconstruction quality. These results show that the proposed framework provides a simple and effective path toward fast and inherently compact 3DGS training.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-23T10:21:30Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zi-Ming Wang</name>
    </author>
    <author>
      <name>Kai-Wen Duan</name>
    </author>
    <author>
      <name>Kowei Huang</name>
    </author>
    <author>
      <name>Akihiro Sugimoto</name>
    </author>
    <author>
      <name>Shang-Hong Lai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.19556v1</id>
    <title>Stream4D: 4D-Consistency for Streaming Autoregressive Diffusion Video Models</title>
    <updated>2026-08-20T01:54:26Z</updated>
    <link href="https://arxiv.org/abs/2608.19556v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.19556v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Streaming autoregressive diffusion models enable real-time, long-horizon video generation, but their training objectives optimize local frame prediction rather than the geometry and dynamics of a coherent world: long rollouts accumulate geometric drift and degrade into static or unnatural motion. Recent bidirectional approaches address this problem using rewards signals built upon 3D Gaussian-Splatting reconstruction. However, a single rigid 3d reconstruction cannot model a dynamic scene, so this critic penalizes genuine object motion as reconstruction error and is maximized by freezing the video. This shortcut is especially detrimental in the AR setting, where each chunk can propagate an already-static configuration. In this work, we propose Stream4D, which replaces the static critic with a feed-forward 4D reconstruction reward that explicitly models scene dynamics, allowing coherent motion to receive high consistency rewards. To further guide motion magnitude and quality, we add a motion prior that rewards natural scene-flow magnitude while penalizing jitter and non-rigid artifacts. Our final recipe combines these two terms with a lightweight perceptual anchor. Across various autoregressive video backbones and various generation horizons, Stream4D improves 4D reconstruction quality, preserves motion more effectively, and achieves higher human-aligned preference. Project page: https://banyuanhao.github.io/Stream4D/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-20T01:54:26Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuanhao Ban</name>
    </author>
    <author>
      <name>Jiaqi Feng</name>
    </author>
    <author>
      <name>Hengguang Zhou</name>
    </author>
    <author>
      <name>Xiaohuan Pei</name>
    </author>
    <author>
      <name>Justin Cui</name>
    </author>
    <author>
      <name>Cho-Jui Hsieh</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.17682v1</id>
    <title>Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds</title>
    <updated>2026-08-18T11:55:58Z</updated>
    <link href="https://arxiv.org/abs/2608.17682v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.17682v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time novel view synthesis is dominated by rasterized explicit primitives. These projection-based pipelines provide high throughput but require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field. Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering. We analyze the factors governing throughput in differentiable Voronoi ray tracing and identify traversal length, per-cell work, and memory locality as principal determinants. Guided by this, we introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs. Compact octahedral appearance textures reduce memory traffic, while surface-concentrated opacity promotes early termination. The fixed-budget representation is optimized without pruning or densification and rendered with a GPU implementation designed for coherent traversal. On Mip-NeRF 360, VoroTracing renders at 623 FPS on an RTX 5090, providing $3.2\times$ the throughput of the fastest prior ray-based method and $2.8\times$ that of 3D Gaussian Splatting, while maintaining competitive reconstruction quality. Our renderer supports fisheye, rolling-shutter, motion-blur, and depth-of-field effects through ray generation and sampling, requiring no specialized rasterization. These results show that real-time throughput can be achieved with the flexibility of ray-based rendering. We release our source code, see https://research.zenseact.com/publications/vorotracing</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T11:55:58Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bernardo Taveira</name>
    </author>
    <author>
      <name>Carl Lindström</name>
    </author>
    <author>
      <name>Joakim Johnander</name>
    </author>
    <author>
      <name>Fredrik Kahl</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.17298v1</id>
    <title>3D Gaussian Accelerated Ray Tracing: Fast training through particle-based backward propagation</title>
    <updated>2026-08-18T02:50:46Z</updated>
    <link href="https://arxiv.org/abs/2608.17298v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.17298v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting has made Gaussian primitives a highly efficient representation for real-time novel view synthesis, but its rasterisation-based formulation relies on screen-space approximations that limit accurate view-dependent ordering and the integration of secondary ray effects such as reflections, refractions, and shadows. Gaussian ray tracing addresses these limitations by evaluating explicit ray-primitive intersections, yet it remains costly to train. We observe that the main bottleneck is not ray traversal alone, but the pixel-centric backward propagation, where many threads concurrently accumulate gradients into the same primitive parameters, causing severe atomic contention and thread serialisation.
  We present 3DGART, a practical training framework for ray-traced Gaussian rendering. Our key idea is to reorganise backward propagation around primitives rather than pixels. Using conservative perspective-correct screen-space bounds, we build a compact intermediate buffer and a tile-primitive mapping that allows each thread to accumulate the contribution of one primitive over its covered pixels within a tile. This transforms gradient computation from a contention-heavy scatter operation into a structured gather-like process. On Mip-NeRF 360, 3DGART achieves an $\approx 3-3.5\times$ raw training speedup over per-pixel baseline and $\approx4 \times$ over 3DGRT on Mip-NeRF 360 while improving quality. More importantly, 3DGART makes fully ray-traced Gaussian training practical, reaching runtimes competitive with rasterisation-based pipelines while preserving benefits of ray tracing.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T02:50:46Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Laurent Vit</name>
    </author>
    <author>
      <name>Oliver Batchelor</name>
    </author>
    <author>
      <name>Richard Green</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.15785v1</id>
    <title>RoofGS: Roofline-Guided End-to-End Acceleration of 3D Gaussian Splatting</title>
    <updated>2026-08-16T15:06:39Z</updated>
    <link href="https://arxiv.org/abs/2608.15785v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.15785v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables real-time novel-view synthesis but remains limited on GPUs at high resolutions. Through a stage-wise Roofline characterization, we identify two distinct hardware bottlenecks: global memory traffic dominates the front end, whereas instruction throughput limits rasterization. Guided by this analysis, we develop RoofGS, a rendering framework that applies bottleneck-specific optimizations rather than generic kernel acceleration. For the memory-bound front end, we design a resolution-adaptive quantized depth sorting key that compresses each key to 32 bits. For the compute-bound rasterizer, we introduce a range-aware bit-level fast exponential approximation tailored to the bounded exponent range after opacity culling, with a derived per-pixel error bound. These two core techniques are complemented by additional optimizations (kernel fusion, compact attribute storage, culling, dual-pixel evaluation) that additionally reduce memory traffic and improve instruction-level parallelism. Experiments show that RoofGS achieves a 10.1$\times$ end-to-end speedup over 3DGS at 4K on an RTX 4090, increasing throughput from 61 to 616 FPS, with only a 0.028 dB PSNR loss.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-16T15:06:39Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yang Luo</name>
    </author>
    <author>
      <name>Yan Gong</name>
    </author>
    <author>
      <name>Yongsheng Gao</name>
    </author>
    <author>
      <name>Jie Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.14902v1</id>
    <title>Geometry-Aware Online Mapping for 3D Gaussian Splatting SLAM</title>
    <updated>2026-08-14T21:20:16Z</updated>
    <link href="https://arxiv.org/abs/2608.14902v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.14902v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent 3D Gaussian Splatting (3DGS) has enabled efficient photorealistic view synthesis and is rapidly being adopted in simultaneous localization and mapping (SLAM) systems for online mapping. In these systems, a Gaussian map must be expanded and refined incrementally while tracking runs in real time, so initialization and density control directly determine where limited computation and iterations are spent. This contrasts with offline 3DGS reconstruction, where such heuristics can be amortized over long optimization schedules. However, most 3DGS-SLAM pipelines inherit initialization and density-control heuristics from offline reconstruction, which can become brittle under the strict per-keyframe optimization budgets and incremental map growth of online SLAM. In this work, we revisit these heuristics in a decoupled 3DGS-SLAM setting and propose three geometry-aware methods that operate in the mapping thread: transmittance-preserving densification, camera-aware scale initialization from depth and intrinsics, and error-guided densification that focuses new primitives on high-residual regions. Our results show consistent improvements in rendering quality with negligible overhead, highlighting the coupling between photometric residuals and pose uncertainty in online SLAM. We will open-source our code to the community to foster growth and validate reproducibility.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-14T21:20:16Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <arxiv:journal_ref>IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2026)</arxiv:journal_ref>
    <author>
      <name>Thai Luu</name>
    </author>
    <author>
      <name>Quan Tran</name>
    </author>
    <author>
      <name>Hieu Phan</name>
    </author>
    <author>
      <name>Tuan Dang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.10712v2</id>
    <title>Compact Feed-Forward 3D Gaussians via Saliency-Guided Primitive Merging</title>
    <updated>2026-08-26T15:14:23Z</updated>
    <link href="https://arxiv.org/abs/2608.10712v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10712v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D scene reconstruction, modeling, and rendering are highly relevant for numerous tasks, and 3D Gaussian splatting has become a standard choice in this context. Its feed-forward variants provide fast reconstruction from sparse input views but often produce per-pixel primitives, leading to highly redundant and thus inefficient representations. We present a structure-aware merging pipeline that takes per-pixel primitives from any feed-forward method and consolidates them into a compact, content-adaptive Gaussian set while largely retaining visual quality at just $\frac{1}{20}^\text{th}$ of the Gaussians of a per-pixel method. We group spatially coherent Gaussians of similar appearance into variable-size clusters via adaptive superpixel segmentation guided by a saliency map, which allocates fine segments to textured regions and coarse segments to homogeneous areas. We compress each cluster into a compact latent representation through a learned encoder, then match and consolidate representations across views based on geometric overlap and feature similarity via a learned merger. A level-of-detail decoder then produces the final Gaussians at a controllable resolution, enabling a flexible quality-efficiency trade-off at inference. As a post-processing module, the pipeline is backbone-agnostic, leveraging the strengths of existing feed-forward methods. This leads to better and more robust quality than achieved by previous approaches that target a reduction in primitive count, while providing a highly compact representation, that can be rendered efficiently.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-11T09:32:08Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tim-Felix Fassch</name>
    </author>
    <author>
      <name>Jochen Kall</name>
    </author>
    <author>
      <name>Cyrill Stachniss</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.10602v1</id>
    <title>Gaussian Sculpting: End-to-End Controllable Surface Reconstruction via Field Optimization</title>
    <updated>2026-08-11T07:42:24Z</updated>
    <link href="https://arxiv.org/abs/2608.10602v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10602v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) has recently enabled real-time novel view synthesis with impressive quality. However, it struggles to recover accurate surfaces under limited viewpoints and due to the inherent irregularity of Gaussian primitives. The resulting geometric errors are notoriously difficult to correct manually. To address these issues, we propose Gaussian Sculpting, a fully differentiable end-to-end framework for high-quality surface reconstruction. Our key insight is to anchor Gaussians onto an evolving differentiable surface, allowing them to guide signed distance field (SDF) optimization instead of extracting the surface only during post-processing. To enable stable gradient isolation during joint optimization, we design a bi-level training strategy in which the outer loop optimizes the geometry represented by the SDF, while the inner loop updates the Gaussians with the geometry fixed. We further impose constraints on Gaussian parameters to ensure consistency with the underlying surface, thereby improving both geometric and appearance fidelity during optimization. In addition, we introduce a multi-resolution subdivision scheme based on octree-like partitioning to preserve fine details while reducing memory consumption. Experiments on object-level scenes demonstrate that our method effectively removes redundant surfaces, recovers missing structures caused by limited viewpoints, and achieves strong reconstruction quality even at relatively low resolutions.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-11T07:42:24Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ke Jiaxin</name>
    </author>
    <author>
      <name>Juncheng Liu</name>
    </author>
    <author>
      <name>Yi Wang</name>
    </author>
    <author>
      <name>Zhouhui Lian</name>
    </author>
    <author>
      <name>Bin Liu</name>
    </author>
    <author>
      <name>Shengfa Wang</name>
    </author>
    <author>
      <name>Xiangjia He</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.08585v1</id>
    <title>EvTrajGS: Accurate and Efficient 3D Gaussian Splatting from Unposed Event Streams</title>
    <updated>2026-08-09T09:00:30Z</updated>
    <link href="https://arxiv.org/abs/2608.08585v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.08585v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Event cameras, with high temporal resolution, high dynamic range, and asynchronous sensing characteristics, have shown great potential for dense 3D reconstruction. Traditional reconstruction methods based on off-the-shelf pose estimates achieve high efficiency but produce low-fidelity results, as inaccurate pose initialization introduces cumulative reconstruction errors. In contrast, recent SLAM-style methods stabilize joint pose-scene optimization through incremental tracking and mapping, yielding higher reconstruction fidelity at the expense of considerable computational overhead. To address this trade-off, this paper presents EvTrajGS, an accurate and efficient 3D Gaussian Splatting framework for unposed event streams. Our method enables reliable joint pose-scene optimization initialized from coarse pose priors, eliminating the need for computationally expensive SLAM-style pipelines. EvTrajGS parameterizes camera motion as a continuous-time trajectory initialized from discrete camera poses, providing a unified representation for pose refinement. We then aggregate adjacent trajectory states into a temporally coupled pose, promoting temporally consistent pose updates during joint optimization. Additionally, we introduce a loss-reweighted event sampling strategy to adaptively emphasize temporally under-reconstructed intervals. Extensive experiments on both synthetic and real-world datasets demonstrate that EvTrajGS outperforms state-of-the-art methods in terms of both geometric reconstruction quality and pose estimation accuracy, achieving 3.8 dB higher PSNR, 0.1 higher SSIM, and over 40\% lower ATE RMSE while retaining high computational efficiency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-09T09:00:30Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zixuan Chen</name>
    </author>
    <author>
      <name>Jiakai Zhang</name>
    </author>
    <author>
      <name>Junhao Dong</name>
    </author>
    <author>
      <name>Guangcong Wang</name>
    </author>
    <author>
      <name>Jianhuang Lai</name>
    </author>
    <author>
      <name>Yew-Soon Ong</name>
    </author>
    <author>
      <name>Xiaohua Xie</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.06117v1</id>
    <title>Confidence matters: Leveraging Multi-view Geometric Priors for GS-based Reconstruction</title>
    <updated>2026-08-06T14:50:29Z</updated>
    <link href="https://arxiv.org/abs/2608.06117v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.06117v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian splatting (3DGS) has emerged as a widely-used tool for novel view synthesis, offering real-time rendering in a sparse representation. However, the method's reliance on structure-from-motion initialization and photometric optimization can lead to suboptimal geometric reconstruction, particularly for objects with high specularity. In this work, we investigate the integration of geometric priors, in the form of predicted normal and depth maps, into the 3DGS framework to improve the reconstruction quality. We analyze the effect of incorporating these priors into GS-based methods and our evaluation reveals that multi-view predictions, as they are done by the recent visual geometry grounded transformer (VGGT), outperform single-view alternatives. A major factor is the existence of a confidence map for the estimations, which comes as a by-product of multi-view models and which can significantly improve the effectiveness of priors by weighting each prediction appropriately. Extensive experiments on standard benchmarks show consistent improvement in reconstruction quality and significant gains in complex scenes including specular objects.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-06T14:50:29Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hongyu Zhou</name>
    </author>
    <author>
      <name>Zorah Lähner</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.05564v1</id>
    <title>ESVR: 3D Ellipsoid-based Sparse Volume Rendering via Structure-aware Primitive Learning and Per-primitive Ray Sampling</title>
    <updated>2026-08-06T03:33:03Z</updated>
    <link href="https://arxiv.org/abs/2608.05564v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.05564v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Efficient representation and rendering of large-scale sparse volumetric data remain challenging in scientific visualization, as meaningful structures often occupy only a small fraction of the spatial domain. While direct volume rendering (DVR) provides high-quality visualization, its computational and memory costs scale poorly with data size. Recent advances in 3D Gaussian Splatting (3DGS) address this challenge by representing volumetric scenes with compact geometric primitives, enabling efficient, high-fidelity rendering. However, existing 3DGS-based methods learn from DVR rendered images rather than raw volumes, leading to information loss and limiting flexible transfer function control for interactive exploration. To address these limitations, we propose ESVR, an ellipsoid-based sparse volume rendering framework that directly learns and renders volumetric data in 3D space. Our method combines differentiable ellipsoidal primitives with bounded support, structure-aware primitive learning with complementary pruning, and a per-primitive ray sampling strategy for fast and accurate transfer function mapping. To support large-scale datasets, we further introduce a chunk-based optimization scheme with ghost ellipsoids, providing boundary context during training. Across large sparse datasets, ESVR achieves up to four orders of magnitude compression and real-time rendering at 43-223 FPS while maintaining competitive reconstruction quality.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-06T03:33:03Z</published>
    <arxiv:comment>IEEE VIS 2026 accepted</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Suemin Jeon</name>
    </author>
    <author>
      <name>Youjin Kim</name>
    </author>
    <author>
      <name>Jungwoo Park</name>
    </author>
    <author>
      <name>Kyungryun Lee</name>
    </author>
    <author>
      <name>Won-Ki Jeong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.04842v1</id>
    <title>RORA: Realistic Object Reconstruction with Articulation</title>
    <updated>2026-08-05T13:36:58Z</updated>
    <link href="https://arxiv.org/abs/2608.04842v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.04842v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Replicating real-world environments into simulation by realistic visual representation like NeRF and 3D Gaussian Splatting (3DGS) has emerged as an effective strategy to reduce the sim-to-real gap in robot learning. However, implementing object articulation during the real-to-sim process is still a challenging task. Existing motion tracking or learning based articulation methods shows low success rates on complex kinematic structures having multiple joints. Furthermore, those methods require scan of dynamic motion of objects, which makes reconstruction process much complicated. In this work, we propose the first end-to-end pipeline that reconstructs simulation-ready assets with accurate articulation from a single static object video input through suggestion based human-in-the-loop process. Our approach exports a hybrid representation combining 3DGS for photorealistic rendering and mesh-based geometry for physical interaction. In the reconstruction process, our pipeline performs convex decomposition followed by user grouping for intuitive part segmentation, subsequently binding 3D Gaussians to the corresponding mesh parts. An Automatic Joint Suggestion Algorithm then calculates candidate joint axes from local boundary geometries and presents them to users for efficient articulated asset reconstruction. We have shown that our method achieves precise articulation results on partnet-mobility-v0 dataset and real objects. Additionally we presented a potential usage of our framework on robot learning, deploying the reconstructed assets in Unreal Engine and NVIDIA Isaac Sim, demonstrating real-time dexterous hand manipulation tasks.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-05T13:36:58Z</published>
    <arxiv:comment>This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Hyesung Lee</name>
    </author>
    <author>
      <name>Youngseon Lee</name>
    </author>
    <author>
      <name>Kyutae Lee</name>
    </author>
    <author>
      <name>Dongjun Lee</name>
    </author>
    <author>
      <name>Yongseok Lee</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.03279v1</id>
    <title>3DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment</title>
    <updated>2026-08-04T07:53:14Z</updated>
    <link href="https://arxiv.org/abs/2608.03279v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.03279v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-04T07:53:14Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuke Xing</name>
    </author>
    <author>
      <name>Jiarui Wang</name>
    </author>
    <author>
      <name>William Gordon</name>
    </author>
    <author>
      <name>Zhu Li</name>
    </author>
    <author>
      <name>Guangtao Zhai</name>
    </author>
    <author>
      <name>Yiling Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.02099v1</id>
    <title>DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization</title>
    <updated>2026-08-03T11:59:51Z</updated>
    <link href="https://arxiv.org/abs/2608.02099v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.02099v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) has emerged as a leading technique for real-time novel view synthesis, yet existing 3DGS accelerators suffer from poor architectural scalability: increasing the number of PEs leads to marginal performance improvement during rendering. We identify that the root cause is the tightly coupled ``checking-while-blending'' dataflow, which exacerbates PE underutilization caused by spatial redundancy from irregular Gaussian coverage and temporal redundancy from asynchronous pixel-wise termination under parallel execution.
  To address this issue, we propose DeGS, a scalable architecture for efficient 3DGS inference. To systematically eliminate the redundancies inherent in rendering, DeGS exploits a decoupled dataflow, restructuring the coupled $α$-checking, transmittance checking, and $α$-blending of the standard rendering process into consecutive workload parsing, reorganization, and blending stages. This allows the fragmented, length-variable, and temporal-dependent workloads to be reorganized into compact, conflict-free, and dense workloads prior to blending, thereby significantly improving PE utilization during parallel blending. Implemented in 28 nm technology, DeGS achieves 2.36$\times$--7.25$\times$ throughput, 1.82$\times$--6.02$\times$ end-to-end speedup, and 1.59$\times$--4.42$\times$ energy efficiency over state-of-the-art 3DGS accelerators (GSCore, GBU, GCC) across diverse scenes and resolutions (720p to 8K). Moreover, scaling from 16 to 1024 PEs, DeGS maintains over 80\% PE utilization at high resolutions, significantly outperforming existing accelerators.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T11:59:51Z</published>
    <arxiv:comment>Accepted to the 59th IEEE/ACM International Symposium on Microarchitecture (MICRO 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Minnan Pei</name>
    </author>
    <author>
      <name>Gang Li</name>
    </author>
    <author>
      <name>Zeyu Zhu</name>
    </author>
    <author>
      <name>Siting Wang</name>
    </author>
    <author>
      <name>Junwen Si</name>
    </author>
    <author>
      <name>Zhuoran Song</name>
    </author>
    <author>
      <name>Yu Feng</name>
    </author>
    <author>
      <name>Fangxin Liu</name>
    </author>
    <author>
      <name>Xiaoyao Liang</name>
    </author>
    <author>
      <name>Jian Cheng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01761v1</id>
    <title>DecoupleGS: Interactive 3D Gaussian Splatting for End-to-End Autonomous Driving Testing</title>
    <updated>2026-08-03T06:32:00Z</updated>
    <link href="https://arxiv.org/abs/2608.01761v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01761v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>End-to-end (E2E) autonomous driving algorithms require rigorous closed-loop validation in simulation environments offering high visual fidelity, strong interactivity, and real-time performance. Existing approaches, from game engines to static neural rendering, inherently trade off these requirements and struggle with the dynamic scene composition essential for E2E testing. To bridge this gap, we propose a novel decoupled 3D Gaussian Splatting (3DGS) framework tailored for large-scale E2E evaluation. We fundamentally decompose scenes into a high-fidelity static background and manipulable dynamic agents using an object-centric canonical representation. To resolve resulting representational conflicts, we introduce three targeted modules: (1) asset compression via perceptual pruning and vector quantization for real-time traffic rendering; (2) map-guided geometric registration leveraging semantic topology to strictly align trajectories; and (3) proxy-based relighting transferring ambient illumination for seamless photometric integration. Extensive experiments demonstrate that DecoupleGS achieves a balanced fidelity-efficiency trade-off, improves metric and photometric consistency, and provides a practical closed-loop sensor simulation platform for E2E autonomous driving evaluation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T06:32:00Z</published>
    <arxiv:comment>Accepted to ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Siying Li</name>
    </author>
    <author>
      <name>Ying Ni</name>
    </author>
    <author>
      <name>Jie Sun</name>
    </author>
    <author>
      <name>Jian Sun</name>
    </author>
    <author>
      <name>Haotian Shi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01659v2</id>
    <title>StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting</title>
    <updated>2026-08-05T02:38:41Z</updated>
    <link href="https://arxiv.org/abs/2608.01659v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01659v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Feed-forward 3D Gaussian Splatting enables efficient novel-view synthesis without per-scene optimization, but most existing methods assume a fixed set of context views and process them jointly. This limits their applicability to online scenarios where calibrated views arrive sequentially and the scene must be updated causally. We present \emph{StreamSplat}, a streaming feed-forward 3DGS framework that incrementally maintains a persistent geometry-grounded scene state and decodes it into renderable 3D Gaussians after each input chunk. StreamSplat centers on a \textbf{Voxel-Aligned Causal Cache (VACC)}, which stores historical 3D tokens in a memory-bounded voxel structure so that memory grows with explored scene geometry rather than stream length. To better reuse history during causal prediction, we introduce \textbf{History-Projected Depth Anchoring (HPDA)} to project cached geometry as depth guidance for current cost-volume estimation, and \textbf{Cache-Guided Feature Injection (CGFI)} to inject cached latent evidence into Gaussian-token regression. Experiments on DL3DV, RealEstate10K, and ScanNet show that StreamSplat remains competitive with state-of-the-art feed-forward 3DGS methods under sparse causal inputs, despite not using future views or full-scene context. More importantly, it scales to long input streams with 256, 512, and 1024 views where fixed-view baselines run out of memory, yielding sustained improvements in novel-view synthesis quality as more observations arrive. The code will be made publicly available upon acceptance.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T03:48:20Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Changhao Song</name>
    </author>
    <author>
      <name>Yuxuan Wang</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/2608.00931v1</id>
    <title>Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking</title>
    <updated>2026-08-02T02:17:05Z</updated>
    <link href="https://arxiv.org/abs/2608.00931v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.00931v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target these real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-02T02:17:05Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kilian Northoff</name>
    </author>
    <author>
      <name>Mateo de Mayo</name>
    </author>
    <author>
      <name>Daniel Cremers</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.00463v1</id>
    <title>Scene2Sound: Auditory-Grounded Soundscape Generation for 3D Gaussian Worlds</title>
    <updated>2026-08-01T06:04:34Z</updated>
    <link href="https://arxiv.org/abs/2608.00463v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.00463v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) turns captured or generated imagery into photorealistic 3D world simulations that users can freely explore, yet these worlds remain silent. Because existing audio generation methods condition on a single image or viewpoint, their sound is tied to that observation and cannot stay consistent while a listener moves. We introduce the task of generating a spatially consistent soundscape for a given 3DGS world through auditory grounding, identifying which objects in the world should emit sound and anchoring each to a persistent 3D position, and present Scene2Sound, a training-free framework built on this grounding. From the input world alone, our pipeline selects viewpoints that jointly cover the scene, identifies sound-emitting objects with a vision-language model, and associates the multi-view detections into 3D instances through Gaussian set matching, which measures the overlap between the Gaussian sets that render each detection. Each source then receives generated audio that a standard object-based audio engine spatializes in real time at arbitrary listener poses. We further propose two spatial-consistency metrics, one testing whether rendered audio responds consistently to listener motion and one testing whether the claimed sources are supported by views held out from their placement. On a curated set of generated 3DGS worlds and on 3DGS scenes generated from real-world 360-degree captures, Scene2Sound preserves the audio quality of strong per-viewpoint baselines while remaining spatially consistent where per-viewpoint and single-panorama pipelines do not, and a user study confirms the perceptual benefit. Project page: https://masaki-lmd.github.io/scene2sound/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-01T06:04:34Z</published>
    <arxiv:comment>14 pages. Project page: https://masaki-lmd.github.io/scene2sound/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Masaki Yoshida</name>
    </author>
    <author>
      <name>Ren Togo</name>
    </author>
    <author>
      <name>Takahiro Ogawa</name>
    </author>
    <author>
      <name>Miki Haseyama</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28164v1</id>
    <title>S-Avatar: Diffusion-Guided Gaussian Head Avatars from a Single Image</title>
    <updated>2026-07-30T13:04:03Z</updated>
    <link href="https://arxiv.org/abs/2607.28164v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28164v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose S-Avatar, a novel method for generating photorealistic 3D head avatars from a single image using a diffusion-guided 3D model generation module and strategies for animating 3D Gaussian Splatting (3DGS). While single-image head avatar reconstruction is crucial for lifelike Virtual Reality (VR) applications, existing approaches often struggle to preserve 3D consistency under unseen viewpoints. S-Avatar addresses this limitation through a three-stage pipeline. First, a high-resolution 3DGS is synthesized directly from a single image using a diffusion-based Gaussian splat generation module. Next, the parametric head model FLAME is aligned with the generated 3DGS by optimizing its parameters and spatial transformations. Finally, to adapt the 3DGS to FLAME variations, we construct a binding template that encodes the spatial relationship between the initial splats and FLAME. The dynamic 3D head avatar can then be rendered in real time by deforming the 3DGS with the binding template. By combining diffusion-guided canonical 3DGS generation with FLAME-based control, our method achieves efficient and accurate reconstruction with enhanced 3D consistency. Evaluations on public datasets demonstrate that S-Avatar outperforms state-of-the-art methods in novel-view and expression generation, achieving superior realism and consistency. Consequently, our approach represents a significant advance in accessible avatar creation, applicable to a wide range of VR/AR applications. The project page is available at https://github.com/hailsong/savatar.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T13:04:03Z</published>
    <arxiv:comment>15 pages, 12 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hail Song</name>
    </author>
    <author>
      <name>Seokhwan Yang</name>
    </author>
    <author>
      <name>Jiwon Yang</name>
    </author>
    <author>
      <name>Woojin Cho</name>
    </author>
    <author>
      <name>Woontack Woo</name>
    </author>
  </entry>
</feed>
