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May 19

Head and Neck Tumor Segmentation from [18F]F-FDG PET/CT Images Based on 3D Diffusion Model

Head and neck (H&N) cancers are among the most prevalent types of cancer worldwide, and [18F]F-FDG PET/CT is widely used for H&N cancer management. Recently, the diffusion model has demonstrated remarkable performance in various image-generation tasks. In this work, we proposed a 3D diffusion model to accurately perform H&N tumor segmentation from 3D PET and CT volumes. The 3D diffusion model was developed considering the 3D nature of PET and CT images acquired. During the reverse process, the model utilized a 3D UNet structure and took the concatenation of PET, CT, and Gaussian noise volumes as the network input to generate the tumor mask. Experiments based on the HECKTOR challenge dataset were conducted to evaluate the effectiveness of the proposed diffusion model. Several state-of-the-art techniques based on U-Net and Transformer structures were adopted as the reference methods. Benefits of employing both PET and CT as the network input as well as further extending the diffusion model from 2D to 3D were investigated based on various quantitative metrics and the uncertainty maps generated. Results showed that the proposed 3D diffusion model could generate more accurate segmentation results compared with other methods. Compared to the diffusion model in 2D format, the proposed 3D model yielded superior results. Our experiments also highlighted the advantage of utilizing dual-modality PET and CT data over only single-modality data for H&N tumor segmentation.

  • 2 authors
·
Jan 30, 2024

NOVUM: Neural Object Volumes for Robust Object Classification

Discriminative models for object classification typically learn image-based representations that do not capture the compositional and 3D nature of objects. In this work, we show that explicitly integrating 3D compositional object representations into deep networks for image classification leads to a largely enhanced generalization in out-of-distribution scenarios. In particular, we introduce a novel architecture, referred to as NOVUM, that consists of a feature extractor and a neural object volume for every target object class. Each neural object volume is a composition of 3D Gaussians that emit feature vectors. This compositional object representation allows for a highly robust and fast estimation of the object class by independently matching the features of the 3D Gaussians of each category to features extracted from an input image. Additionally, the object pose can be estimated via inverse rendering of the corresponding neural object volume. To enable the classification of objects, the neural features at each 3D Gaussian are trained discriminatively to be distinct from (i) the features of 3D Gaussians in other categories, (ii) features of other 3D Gaussians of the same object, and (iii) the background features. Our experiments show that NOVUM offers intriguing advantages over standard architectures due to the 3D compositional structure of the object representation, namely: (1) An exceptional robustness across a spectrum of real-world and synthetic out-of-distribution shifts and (2) an enhanced human interpretability compared to standard models, all while maintaining real-time inference and a competitive accuracy on in-distribution data.

  • 6 authors
·
May 23, 2023

GS-LIVO: Real-Time LiDAR, Inertial, and Visual Multi-sensor Fused Odometry with Gaussian Mapping

In recent years, 3D Gaussian splatting (3D-GS) has emerged as a novel scene representation approach. However, existing vision-only 3D-GS methods often rely on hand-crafted heuristics for point-cloud densification and face challenges in handling occlusions and high GPU memory and computation consumption. LiDAR-Inertial-Visual (LIV) sensor configuration has demonstrated superior performance in localization and dense mapping by leveraging complementary sensing characteristics: rich texture information from cameras, precise geometric measurements from LiDAR, and high-frequency motion data from IMU. Inspired by this, we propose a novel real-time Gaussian-based simultaneous localization and mapping (SLAM) system. Our map system comprises a global Gaussian map and a sliding window of Gaussians, along with an IESKF-based odometry. The global Gaussian map consists of hash-indexed voxels organized in a recursive octree, effectively covering sparse spatial volumes while adapting to different levels of detail and scales. The Gaussian map is initialized through multi-sensor fusion and optimized with photometric gradients. Our system incrementally maintains a sliding window of Gaussians, significantly reducing GPU computation and memory consumption by only optimizing the map within the sliding window. Moreover, we implement a tightly coupled multi-sensor fusion odometry with an iterative error state Kalman filter (IESKF), leveraging real-time updating and rendering of the Gaussian map. Our system represents the first real-time Gaussian-based SLAM framework deployable on resource-constrained embedded systems, demonstrated on the NVIDIA Jetson Orin NX platform. The framework achieves real-time performance while maintaining robust multi-sensor fusion capabilities. All implementation algorithms, hardware designs, and CAD models will be publicly available.

  • 7 authors
·
Jan 15, 2025

GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering

We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.

  • 3 authors
·
Oct 3, 2024

GVGEN: Text-to-3D Generation with Volumetric Representation

In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (sim7 seconds), effectively striking a balance between quality and efficiency.

  • 9 authors
·
Mar 19, 2024 1

RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis

Differentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parameterized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density {\sigma}, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: https://raygauss.github.io/

  • 3 authors
·
Aug 6, 2024 2

Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes

3D Gaussian Splatting (3DGS) has emerged as a promising representation for photorealistic rendering of 3D scenes. However, its high storage requirements pose significant challenges for practical applications. We observe that Gaussians exhibit distinct roles and characteristics that are analogous to traditional artistic techniques -- Like how artists first sketch outlines before filling in broader areas with color, some Gaussians capture high-frequency features like edges and contours; While other Gaussians represent broader, smoother regions, that are analogous to broader brush strokes that add volume and depth to a painting. Based on this observation, we propose a novel hybrid representation that categorizes Gaussians into (i) Sketch Gaussians, which define scene boundaries, and (ii) Patch Gaussians, which cover smooth regions. Sketch Gaussians are efficiently encoded using parametric models, leveraging their geometric coherence, while Patch Gaussians undergo optimized pruning, retraining, and vector quantization to maintain volumetric consistency and storage efficiency. Our comprehensive evaluation across diverse indoor and outdoor scenes demonstrates that this structure-aware approach achieves up to 32.62% improvement in PSNR, 19.12% in SSIM, and 45.41% in LPIPS at equivalent model sizes, and correspondingly, for an indoor scene, our model maintains the visual quality with 2.3% of the original model size.

  • 5 authors
·
Jan 22, 2025

High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction Model

Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.

  • 5 authors
·
Apr 2, 2025

PFDepth: Heterogeneous Pinhole-Fisheye Joint Depth Estimation via Distortion-aware Gaussian-Splatted Volumetric Fusion

In this paper, we present the first pinhole-fisheye framework for heterogeneous multi-view depth estimation, PFDepth. Our key insight is to exploit the complementary characteristics of pinhole and fisheye imagery (undistorted vs. distorted, small vs. large FOV, far vs. near field) for joint optimization. PFDepth employs a unified architecture capable of processing arbitrary combinations of pinhole and fisheye cameras with varied intrinsics and extrinsics. Within PFDepth, we first explicitly lift 2D features from each heterogeneous view into a canonical 3D volumetric space. Then, a core module termed Heterogeneous Spatial Fusion is designed to process and fuse distortion-aware volumetric features across overlapping and non-overlapping regions. Additionally, we subtly reformulate the conventional voxel fusion into a novel 3D Gaussian representation, in which learnable latent Gaussian spheres dynamically adapt to local image textures for finer 3D aggregation. Finally, fused volume features are rendered into multi-view depth maps. Through extensive experiments, we demonstrate that PFDepth sets a state-of-the-art performance on KITTI-360 and RealHet datasets over current mainstream depth networks. To the best of our knowledge, this is the first systematic study of heterogeneous pinhole-fisheye depth estimation, offering both technical novelty and valuable empirical insights.

  • 8 authors
·
Sep 30, 2025

MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis

Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.

  • 3 authors
·
Oct 2, 2024 3

Gaussian Splatting with NeRF-based Color and Opacity

Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar render quality with faster training and inference as it does not need neural networks to work. It encodes information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model Viewing Direction Gaussian Splatting (VDGS) that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and a neural network that takes Gaussian parameters and viewing direction to produce changes in the said color and opacity. As a result, our model better describes shadows, light reflections, and the transparency of 3D objects without adding additional texture and light components.

  • 5 authors
·
Dec 21, 2023

Toward Real-world BEV Perception: Depth Uncertainty Estimation via Gaussian Splatting

Bird's-eye view (BEV) perception has gained significant attention because it provides a unified representation to fuse multiple view images and enables a wide range of down-stream autonomous driving tasks, such as forecasting and planning. Recent state-of-the-art models utilize projection-based methods which formulate BEV perception as query learning to bypass explicit depth estimation. While we observe promising advancements in this paradigm, they still fall short of real-world applications because of the lack of uncertainty modeling and expensive computational requirement. In this work, we introduce GaussianLSS, a novel uncertainty-aware BEV perception framework that revisits unprojection-based methods, specifically the Lift-Splat-Shoot (LSS) paradigm, and enhances them with depth un-certainty modeling. GaussianLSS represents spatial dispersion by learning a soft depth mean and computing the variance of the depth distribution, which implicitly captures object extents. We then transform the depth distribution into 3D Gaussians and rasterize them to construct uncertainty-aware BEV features. We evaluate GaussianLSS on the nuScenes dataset, achieving state-of-the-art performance compared to unprojection-based methods. In particular, it provides significant advantages in speed, running 2.5x faster, and in memory efficiency, using 0.3x less memory compared to projection-based methods, while achieving competitive performance with only a 0.4% IoU difference.

  • 3 authors
·
Apr 2, 2025

Volume Rendering of Neural Implicit Surfaces

Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.

  • 4 authors
·
Jun 22, 2021

Weighted least-squares approximation with determinantal point processes and generalized volume sampling

We consider the problem of approximating a function from L^2 by an element of a given m-dimensional space V_m, associated with some feature map varphi, using evaluations of the function at random points x_1,dots,x_n. After recalling some results on optimal weighted least-squares using independent and identically distributed points, we consider weighted least-squares using projection determinantal point processes (DPP) or volume sampling. These distributions introduce dependence between the points that promotes diversity in the selected features varphi(x_i). We first provide a generalized version of volume-rescaled sampling yielding quasi-optimality results in expectation with a number of samples n = O(mlog(m)), that means that the expected L^2 error is bounded by a constant times the best approximation error in L^2. Also, further assuming that the function is in some normed vector space H continuously embedded in L^2, we further prove that the approximation is almost surely bounded by the best approximation error measured in the H-norm. This includes the cases of functions from L^infty or reproducing kernel Hilbert spaces. Finally, we present an alternative strategy consisting in using independent repetitions of projection DPP (or volume sampling), yielding similar error bounds as with i.i.d. or volume sampling, but in practice with a much lower number of samples. Numerical experiments illustrate the performance of the different strategies.

  • 2 authors
·
Dec 21, 2023

Implicit Gaussian process representation of vector fields over arbitrary latent manifolds

Gaussian processes (GPs) are popular nonparametric statistical models for learning unknown functions and quantifying the spatiotemporal uncertainty in data. Recent works have extended GPs to model scalar and vector quantities distributed over non-Euclidean domains, including smooth manifolds appearing in numerous fields such as computer vision, dynamical systems, and neuroscience. However, these approaches assume that the manifold underlying the data is known, limiting their practical utility. We introduce RVGP, a generalisation of GPs for learning vector signals over latent Riemannian manifolds. Our method uses positional encoding with eigenfunctions of the connection Laplacian, associated with the tangent bundle, readily derived from common graph-based approximation of data. We demonstrate that RVGP possesses global regularity over the manifold, which allows it to super-resolve and inpaint vector fields while preserving singularities. Furthermore, we use RVGP to reconstruct high-density neural dynamics derived from low-density EEG recordings in healthy individuals and Alzheimer's patients. We show that vector field singularities are important disease markers and that their reconstruction leads to a comparable classification accuracy of disease states to high-density recordings. Thus, our method overcomes a significant practical limitation in experimental and clinical applications.

  • 9 authors
·
Sep 28, 2023

Kernel-, mean- and noise-marginalised Gaussian processes for exoplanet transits and H_0 inference

Using a fully Bayesian approach, Gaussian Process regression is extended to include marginalisation over the kernel choice and kernel hyperparameters. In addition, Bayesian model comparison via the evidence enables direct kernel comparison. The calculation of the joint posterior was implemented with a transdimensional sampler which simultaneously samples over the discrete kernel choice and their hyperparameters by embedding these in a higher-dimensional space, from which samples are taken using nested sampling. Kernel recovery and mean function inference were explored on synthetic data from exoplanet transit light curve simulations. Subsequently, the method was extended to marginalisation over mean functions and noise models and applied to the inference of the present-day Hubble parameter, H_0, from real measurements of the Hubble parameter as a function of redshift, derived from the cosmologically model-independent cosmic chronometer and ΛCDM-dependent baryon acoustic oscillation observations. The inferred H_0 values from the cosmic chronometers, baryon acoustic oscillations and combined datasets are H_0= 66 pm 6, km,s^{-1},Mpc^{-1}, H_0= 67 pm 10, km,s^{-1},Mpc^{-1} and H_0= 69 pm 6, km,s^{-1},Mpc^{-1}, respectively. The kernel posterior of the cosmic chronometers dataset prefers a non-stationary linear kernel. Finally, the datasets are shown to be not in tension with ln R=12.17pm 0.02.

  • 4 authors
·
Feb 11, 2024

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.

  • 7 authors
·
Mar 28, 2024

VolSplat: Rethinking Feed-Forward 3D Gaussian Splatting with Voxel-Aligned Prediction

Feed-forward 3D Gaussian Splatting (3DGS) has emerged as a highly effective solution for novel view synthesis. Existing methods predominantly rely on a pixel-aligned Gaussian prediction paradigm, where each 2D pixel is mapped to a 3D Gaussian. We rethink this widely adopted formulation and identify several inherent limitations: it renders the reconstructed 3D models heavily dependent on the number of input views, leads to view-biased density distributions, and introduces alignment errors, particularly when source views contain occlusions or low texture. To address these challenges, we introduce VolSplat, a new multi-view feed-forward paradigm that replaces pixel alignment with voxel-aligned Gaussians. By directly predicting Gaussians from a predicted 3D voxel grid, it overcomes pixel alignment's reliance on error-prone 2D feature matching, ensuring robust multi-view consistency. Furthermore, it enables adaptive control over Gaussian density based on 3D scene complexity, yielding more faithful Gaussian point clouds, improved geometric consistency, and enhanced novel-view rendering quality. Experiments on widely used benchmarks including RealEstate10K and ScanNet demonstrate that VolSplat achieves state-of-the-art performance while producing more plausible and view-consistent Gaussian reconstructions. In addition to superior results, our approach establishes a more scalable framework for feed-forward 3D reconstruction with denser and more robust representations, paving the way for further research in wider communities. The video results, code and trained models are available on our project page: https://lhmd.top/volsplat.

  • 10 authors
·
Sep 23, 2025 4

A theory of representation learning gives a deep generalisation of kernel methods

The successes of modern deep machine learning methods are founded on their ability to transform inputs across multiple layers to build good high-level representations. It is therefore critical to understand this process of representation learning. However, standard theoretical approaches (formally NNGPs) involving infinite width limits eliminate representation learning. We therefore develop a new infinite width limit, the Bayesian representation learning limit, that exhibits representation learning mirroring that in finite-width models, yet at the same time, retains some of the simplicity of standard infinite-width limits. In particular, we show that Deep Gaussian processes (DGPs) in the Bayesian representation learning limit have exactly multivariate Gaussian posteriors, and the posterior covariances can be obtained by optimizing an interpretable objective combining a log-likelihood to improve performance with a series of KL-divergences which keep the posteriors close to the prior. We confirm these results experimentally in wide but finite DGPs. Next, we introduce the possibility of using this limit and objective as a flexible, deep generalisation of kernel methods, that we call deep kernel machines (DKMs). Like most naive kernel methods, DKMs scale cubically in the number of datapoints. We therefore use methods from the Gaussian process inducing point literature to develop a sparse DKM that scales linearly in the number of datapoints. Finally, we extend these approaches to NNs (which have non-Gaussian posteriors) in the Appendices.

  • 6 authors
·
Aug 30, 2021

Kernel Density Estimators in Large Dimensions

This paper studies Kernel density estimation for a high-dimensional distribution rho(x). Traditional approaches have focused on the limit of large number of data points n and fixed dimension d. We analyze instead the regime where both the number n of data points y_i and their dimensionality d grow with a fixed ratio alpha=(log n)/d. Our study reveals three distinct statistical regimes for the kernel-based estimate of the density hat rho_h^{D}(x)=1{n h^d}sum_{i=1}^n Kleft(x-y_i{h}right), depending on the bandwidth h: a classical regime for large bandwidth where the Central Limit Theorem (CLT) holds, which is akin to the one found in traditional approaches. Below a certain value of the bandwidth, h_{CLT}(alpha), we find that the CLT breaks down. The statistics of hat rho_h^{D}(x) for a fixed x drawn from rho(x) is given by a heavy-tailed distribution (an alpha-stable distribution). In particular below a value h_G(alpha), we find that hat rho_h^{D}(x) is governed by extreme value statistics: only a few points in the database matter and give the dominant contribution to the density estimator. We provide a detailed analysis for high-dimensional multivariate Gaussian data. We show that the optimal bandwidth threshold based on Kullback-Leibler divergence lies in the new statistical regime identified in this paper. Our findings reveal limitations of classical approaches, show the relevance of these new statistical regimes, and offer new insights for Kernel density estimation in high-dimensional settings.

  • 2 authors
·
Aug 11, 2024

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

  • 5 authors
·
Nov 22, 2023

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.

  • 2 authors
·
Jun 5, 2024

An Efficient Tester-Learner for Halfspaces

We give the first efficient algorithm for learning halfspaces in the testable learning model recently defined by Rubinfeld and Vasilyan (2023). In this model, a learner certifies that the accuracy of its output hypothesis is near optimal whenever the training set passes an associated test, and training sets drawn from some target distribution -- e.g., the Gaussian -- must pass the test. This model is more challenging than distribution-specific agnostic or Massart noise models where the learner is allowed to fail arbitrarily if the distributional assumption does not hold. We consider the setting where the target distribution is Gaussian (or more generally any strongly log-concave distribution) in d dimensions and the noise model is either Massart or adversarial (agnostic). For Massart noise, our tester-learner runs in polynomial time and outputs a hypothesis with (information-theoretically optimal) error opt + epsilon for any strongly log-concave target distribution. For adversarial noise, our tester-learner obtains error O(opt) + epsilon in polynomial time when the target distribution is Gaussian; for strongly log-concave distributions, we obtain O(opt) + epsilon in quasipolynomial time. Prior work on testable learning ignores the labels in the training set and checks that the empirical moments of the covariates are close to the moments of the base distribution. Here we develop new tests of independent interest that make critical use of the labels and combine them with the moment-matching approach of Gollakota et al. (2023). This enables us to simulate a variant of the algorithm of Diakonikolas et al. (2020) for learning noisy halfspaces using nonconvex SGD but in the testable learning setting.

  • 4 authors
·
Feb 28, 2023

Is There a Better Source Distribution than Gaussian? Exploring Source Distributions for Image Flow Matching

Flow matching has emerged as a powerful generative modeling approach with flexible choices of source distribution. While Gaussian distributions are commonly used, the potential for better alternatives in high-dimensional data generation remains largely unexplored. In this paper, we propose a novel 2D simulation that captures high-dimensional geometric properties in an interpretable 2D setting, enabling us to analyze the learning dynamics of flow matching during training. Based on this analysis, we derive several key insights about flow matching behavior: (1) density approximation can paradoxically degrade performance due to mode discrepancy, (2) directional alignment suffers from path entanglement when overly concentrated, (3) Gaussian's omnidirectional coverage ensures robust learning, and (4) norm misalignment incurs substantial learning costs. Building on these insights, we propose a practical framework that combines norm-aligned training with directionally-pruned sampling. This approach maintains the robust omnidirectional supervision essential for stable flow learning, while eliminating initializations in data-sparse regions during inference. Importantly, our pruning strategy can be applied to any flow matching model trained with a Gaussian source, providing immediate performance gains without the need for retraining. Empirical evaluations demonstrate consistent improvements in both generation quality and sampling efficiency. Our findings provide practical insights and guidelines for source distribution design and introduce a readily applicable technique for improving existing flow matching models. Our code is available at https://github.com/kwanseokk/SourceFM.

  • 3 authors
·
Dec 19, 2025 1

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

  • 4 authors
·
Dec 19, 2023

Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration

The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.

  • 6 authors
·
Mar 16, 2024

GASP: Gaussian Splatting for Physic-Based Simulations

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

  • 6 authors
·
Sep 9, 2024

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

  • 7 authors
·
Feb 7, 2024

SplatWeaver: Learning to Allocate Gaussian Primitives for Generalizable Novel View Synthesis

Generalizable novel view synthesis aims to render unseen views from uncalibrated input images without requiring per-scene optimization. Recent feed-forward approaches based on 3D Gaussian Splatting have achieved promising efficiency and rendering quality. However, most of them assign a fixed number of Gaussians to each pixel or voxel, ignoring the spatially varying complexity of real-world scenes. Such uniform allocation often wastes Gaussian primitives in smooth regions while providing insufficient capacity for fine structures, complex geometry, and high-frequency details. This motivates us to predict region-dependent primitive cardinalities rather than impose a fixed primitive budget everywhere, enabling a more expressive yet compact 3D scene representation. Therefore, we propose SplatWeaver, a generalizable novel view synthesis framework that is able to dynamically allocate Gaussian primitives over different regions in a feed-forward manner. Specifically, SplatWeaver introduces cardinality Gaussian experts and a pixel-level routing scheme, wherein each expert specializes in producing a specific number of primitives from 0 to M, and the routing scheme coordinates these experts to adaptively determine how many Gaussian primitives should be allocated to each spatial location. Moreover, SplatWeaver incorporates a high-frequency prior with attendant guidance module and routing regularization to stabilize expert selection and promote complexity-aware allocation. By leveraging high-frequency structural cues, the routing process is encouraged to assign more Gaussian primitives to fine structures, complex geometry, and textured regions, while suppressing redundant primitives in smooth areas. Extensive experiments across diverse scenarios show that SplatWeaver consistently outperforms state-of-the-art methods, delivering more faithful novel-view renderings with fewer Gaussian primitives.

Neural Topic Modeling with Bidirectional Adversarial Training

Recent years have witnessed a surge of interests of using neural topic models for automatic topic extraction from text, since they avoid the complicated mathematical derivations for model inference as in traditional topic models such as Latent Dirichlet Allocation (LDA). However, these models either typically assume improper prior (e.g. Gaussian or Logistic Normal) over latent topic space or could not infer topic distribution for a given document. To address these limitations, we propose a neural topic modeling approach, called Bidirectional Adversarial Topic (BAT) model, which represents the first attempt of applying bidirectional adversarial training for neural topic modeling. The proposed BAT builds a two-way projection between the document-topic distribution and the document-word distribution. It uses a generator to capture the semantic patterns from texts and an encoder for topic inference. Furthermore, to incorporate word relatedness information, the Bidirectional Adversarial Topic model with Gaussian (Gaussian-BAT) is extended from BAT. To verify the effectiveness of BAT and Gaussian-BAT, three benchmark corpora are used in our experiments. The experimental results show that BAT and Gaussian-BAT obtain more coherent topics, outperforming several competitive baselines. Moreover, when performing text clustering based on the extracted topics, our models outperform all the baselines, with more significant improvements achieved by Gaussian-BAT where an increase of near 6\% is observed in accuracy.

  • 7 authors
·
Apr 26, 2020

IDESplat: Iterative Depth Probability Estimation for Generalizable 3D Gaussian Splatting

Generalizable 3D Gaussian Splatting aims to directly predict Gaussian parameters using a feed-forward network for scene reconstruction. Among these parameters, Gaussian means are particularly difficult to predict, so depth is usually estimated first and then unprojected to obtain the Gaussian sphere centers. Existing methods typically rely solely on a single warp to estimate depth probability, which hinders their ability to fully leverage cross-view geometric cues, resulting in unstable and coarse depth maps. To address this limitation, we propose IDESplat, which iteratively applies warp operations to boost depth probability estimation for accurate Gaussian mean prediction. First, to eliminate the inherent instability of a single warp, we introduce a Depth Probability Boosting Unit (DPBU) that integrates epipolar attention maps produced by cascading warp operations in a multiplicative manner. Next, we construct an iterative depth estimation process by stacking multiple DPBUs, progressively identifying potential depth candidates with high likelihood. As IDESplat iteratively boosts depth probability estimates and updates the depth candidates, the depth map is gradually refined, resulting in accurate Gaussian means. We conduct experiments on RealEstate10K, ACID, and DL3DV. IDESplat achieves outstanding reconstruction quality and state-of-the-art performance with real-time efficiency. On RE10K, it outperforms DepthSplat by 0.33 dB in PSNR, using only 10.7% of the parameters and 70% of the memory. Additionally, our IDESplat improves PSNR by 2.95 dB over DepthSplat on the DTU dataset in cross-dataset experiments, demonstrating its strong generalization ability.

  • 6 authors
·
Mar 25

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

  • 9 authors
·
Nov 22, 2024 5

DSplats: 3D Generation by Denoising Splats-Based Multiview Diffusion Models

Generating high-quality 3D content requires models capable of learning robust distributions of complex scenes and the real-world objects within them. Recent Gaussian-based 3D reconstruction techniques have achieved impressive results in recovering high-fidelity 3D assets from sparse input images by predicting 3D Gaussians in a feed-forward manner. However, these techniques often lack the extensive priors and expressiveness offered by Diffusion Models. On the other hand, 2D Diffusion Models, which have been successfully applied to denoise multiview images, show potential for generating a wide range of photorealistic 3D outputs but still fall short on explicit 3D priors and consistency. In this work, we aim to bridge these two approaches by introducing DSplats, a novel method that directly denoises multiview images using Gaussian Splat-based Reconstructors to produce a diverse array of realistic 3D assets. To harness the extensive priors of 2D Diffusion Models, we incorporate a pretrained Latent Diffusion Model into the reconstructor backbone to predict a set of 3D Gaussians. Additionally, the explicit 3D representation embedded in the denoising network provides a strong inductive bias, ensuring geometrically consistent novel view generation. Our qualitative and quantitative experiments demonstrate that DSplats not only produces high-quality, spatially consistent outputs, but also sets a new standard in single-image to 3D reconstruction. When evaluated on the Google Scanned Objects dataset, DSplats achieves a PSNR of 20.38, an SSIM of 0.842, and an LPIPS of 0.109.

  • 7 authors
·
Dec 11, 2024

GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on https://Gaussian-Property.github.io{this https URL}.

  • 11 authors
·
Dec 15, 2024 2

Gaussian Process Optimization with Adaptive Sketching: Scalable and No Regret

Gaussian processes (GP) are a well studied Bayesian approach for the optimization of black-box functions. Despite their effectiveness in simple problems, GP-based algorithms hardly scale to high-dimensional functions, as their per-iteration time and space cost is at least quadratic in the number of dimensions d and iterations t. Given a set of A alternatives to choose from, the overall runtime O(t^3A) is prohibitive. In this paper we introduce BKB (budgeted kernelized bandit), a new approximate GP algorithm for optimization under bandit feedback that achieves near-optimal regret (and hence near-optimal convergence rate) with near-constant per-iteration complexity and remarkably no assumption on the input space or covariance of the GP. We combine a kernelized linear bandit algorithm (GP-UCB) with randomized matrix sketching based on leverage score sampling, and we prove that randomly sampling inducing points based on their posterior variance gives an accurate low-rank approximation of the GP, preserving variance estimates and confidence intervals. As a consequence, BKB does not suffer from variance starvation, an important problem faced by many previous sparse GP approximations. Moreover, we show that our procedure selects at most O(d_{eff}) points, where d_{eff} is the effective dimension of the explored space, which is typically much smaller than both d and t. This greatly reduces the dimensionality of the problem, thus leading to a O(TAd_{eff}^2) runtime and O(A d_{eff}) space complexity.

  • 5 authors
·
Aug 26, 2019

GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping

Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.

  • 15 authors
·
Mar 14, 2024

PackUV: Packed Gaussian UV Maps for 4D Volumetric Video

Volumetric videos offer immersive 4D experiences, but remain difficult to reconstruct, store, and stream at scale. Existing Gaussian Splatting based methods achieve high-quality reconstruction but break down on long sequences, temporal inconsistency, and fail under large motions and disocclusions. Moreover, their outputs are typically incompatible with conventional video coding pipelines, preventing practical applications. We introduce PackUV, a novel 4D Gaussian representation that maps all Gaussian attributes into a sequence of structured, multi-scale UV atlas, enabling compact, image-native storage. To fit this representation from multi-view videos, we propose PackUV-GS, a temporally consistent fitting method that directly optimizes Gaussian parameters in the UV domain. A flow-guided Gaussian labeling and video keyframing module identifies dynamic Gaussians, stabilizes static regions, and preserves temporal coherence even under large motions and disocclusions. The resulting UV atlas format is the first unified volumetric video representation compatible with standard video codecs (e.g., FFV1) without losing quality, enabling efficient streaming within existing multimedia infrastructure. To evaluate long-duration volumetric capture, we present PackUV-2B, the largest multi-view video dataset to date, featuring more than 50 synchronized cameras, substantial motion, and frequent disocclusions across 100 sequences and 2B (billion) frames. Extensive experiments demonstrate that our method surpasses existing baselines in rendering fidelity while scaling to sequences up to 30 minutes with consistent quality.

  • 8 authors
·
Mar 5

Linear equivalence of nonlinear recurrent neural networks

Large nonlinear recurrent neural networks with random couplings generate high-dimensional, potentially chaotic activity whose structure is of interest in neuroscience and other fields. A fundamental object encoding the collective structure of this activity is the N times N covariance matrix. Prior analytical work on the covariance matrix has been limited to low-dimensional summary statistics. Recent work proposed an ansatz in which, at large N, the covariance matrix for a typical quenched realization takes the same form as that of a linear network with the same couplings, driven by independent noise, with DMFT order parameters setting the transfer function and the noise spectrum. Here, we derive this ansatz using the two-site cavity method, providing two derivations with complementary perspectives. The first decomposes each unit's activity into a linear response to its local field and a nonlinear residual, and shows that cross-covariances between residuals at distinct sites are strongly suppressed, so the residuals act as independent noise driving a linear network. The second derives a self-consistent matrix equation for the covariance matrix. A naive Gaussian closure for the joint statistics of local fields at distinct sites misses cross terms that, in a linear network, would be generated by an external drive. The cavity method recovers these terms from non-Gaussian contributions, revealing an emergent external drive. Higher-order cross-site moments follow a Wick-like decomposition into products of pairwise covariances at leading order, reducing them to the linear-equivalent form. We verify the predictions in simulations. These results extend linear equivalence from feedforward high-dimensional nonlinear systems, where the activations are independent of the weights, to recurrent networks, where the activations are correlated with the couplings that generate them.

  • 1 authors
·
May 4

SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering

We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D gaussians as these gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, rigging, animating, compositing and relighting of the Gaussians using traditional softwares by manipulating the mesh instead of the gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art methods on neural SDFs, while providing a better rendering quality.

  • 2 authors
·
Nov 21, 2023 3

GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering

Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .

  • 8 authors
·
Feb 15, 2024 1

Surface Reconstruction from Gaussian Splatting via Novel Stereo Views

The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.

  • 3 authors
·
Apr 2, 2024

On Kinetic Optimal Probability Paths for Generative Models

Recent successful generative models are trained by fitting a neural network to an a-priori defined tractable probability density path taking noise to training examples. In this paper we investigate the space of Gaussian probability paths, which includes diffusion paths as an instance, and look for an optimal member in some useful sense. In particular, minimizing the Kinetic Energy (KE) of a path is known to make particles' trajectories simple, hence easier to sample, and empirically improve performance in terms of likelihood of unseen data and sample generation quality. We investigate Kinetic Optimal (KO) Gaussian paths and offer the following observations: (i) We show the KE takes a simplified form on the space of Gaussian paths, where the data is incorporated only through a single, one dimensional scalar function, called the data separation function. (ii) We characterize the KO solutions with a one dimensional ODE. (iii) We approximate data-dependent KO paths by approximating the data separation function and minimizing the KE. (iv) We prove that the data separation function converges to 1 in the general case of arbitrary normalized dataset consisting of n samples in d dimension as n/drightarrow 0. A consequence of this result is that the Conditional Optimal Transport (Cond-OT) path becomes kinetic optimal as n/drightarrow 0. We further support this theory with empirical experiments on ImageNet.

  • 5 authors
·
Jun 11, 2023

Solving High Frequency and Multi-Scale PDEs with Gaussian Processes

Machine learning based solvers have garnered much attention in physical simulation and scientific computing, with a prominent example, physics-informed neural networks (PINNs). However, PINNs often struggle to solve high-frequency and multi-scale PDEs, which can be due to spectral bias during neural network training. To address this problem, we resort to the Gaussian process (GP) framework. To flexibly capture the dominant frequencies, we model the power spectrum of the PDE solution with a student t mixture or Gaussian mixture. We apply the inverse Fourier transform to obtain the covariance function (by Wiener-Khinchin theorem). The covariance derived from the Gaussian mixture spectrum corresponds to the known spectral mixture kernel. Next, we estimate the mixture weights in the log domain, which we show is equivalent to placing a Jeffreys prior. It automatically induces sparsity, prunes excessive frequencies, and adjusts the remaining toward the ground truth. Third, to enable efficient and scalable computation on massive collocation points, which are critical to capture high frequencies, we place the collocation points on a grid, and multiply our covariance function at each input dimension. We use the GP conditional mean to predict the solution and its derivatives so as to fit the boundary condition and the equation itself. As a result, we can derive a Kronecker product structure in the covariance matrix. We use Kronecker product properties and multilinear algebra to promote computational efficiency and scalability, without low-rank approximations. We show the advantage of our method in systematic experiments. The code is released at https://github.com/xuangu-fang/Gaussian-Process-Slover-for-High-Freq-PDE.

  • 6 authors
·
Nov 8, 2023

360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming

3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.

  • 6 authors
·
Feb 1, 2024

Deblurring 3D Gaussian Splatting

Recent studies in Radiance Fields have paved the robust way for novel view synthesis with their photorealistic rendering quality. Nevertheless, they usually employ neural networks and volumetric rendering, which are costly to train and impede their broad use in various real-time applications due to the lengthy rendering time. Lately 3D Gaussians splatting-based approach has been proposed to model the 3D scene, and it achieves remarkable visual quality while rendering the images in real-time. However, it suffers from severe degradation in the rendering quality if the training images are blurry. Blurriness commonly occurs due to the lens defocusing, object motion, and camera shake, and it inevitably intervenes in clean image acquisition. Several previous studies have attempted to render clean and sharp images from blurry input images using neural fields. The majority of those works, however, are designed only for volumetric rendering-based neural radiance fields and are not straightforwardly applicable to rasterization-based 3D Gaussian splatting methods. Thus, we propose a novel real-time deblurring framework, deblurring 3D Gaussian Splatting, using a small Multi-Layer Perceptron (MLP) that manipulates the covariance of each 3D Gaussian to model the scene blurriness. While deblurring 3D Gaussian Splatting can still enjoy real-time rendering, it can reconstruct fine and sharp details from blurry images. A variety of experiments have been conducted on the benchmark, and the results have revealed the effectiveness of our approach for deblurring. Qualitative results are available at https://benhenryl.github.io/Deblurring-3D-Gaussian-Splatting/

  • 5 authors
·
Jan 1, 2024

Hyperbolic Category Discovery

Generalized Category Discovery (GCD) is an intriguing open-world problem that has garnered increasing attention. Given a dataset that includes both labelled and unlabelled images, GCD aims to categorize all images in the unlabelled subset, regardless of whether they belong to known or unknown classes. In GCD, the common practice typically involves applying a spherical projection operator at the end of the self-supervised pretrained backbone, operating within Euclidean or spherical space. However, both of these spaces have been shown to be suboptimal for encoding samples that possesses hierarchical structures. In contrast, hyperbolic space exhibits exponential volume growth relative to radius, making it inherently strong at capturing the hierarchical structure of samples from both seen and unseen categories. Therefore, we propose to tackle the category discovery challenge in the hyperbolic space. We introduce HypCD, a simple Hyperbolic framework for learning hierarchy-aware representations and classifiers for generalized Category Discovery. HypCD first transforms the Euclidean embedding space of the backbone network into hyperbolic space, facilitating subsequent representation and classification learning by considering both hyperbolic distance and the angle between samples. This approach is particularly helpful for knowledge transfer from known to unknown categories in GCD. We thoroughly evaluate HypCD on public GCD benchmarks, by applying it to various baseline and state-of-the-art methods, consistently achieving significant improvements.

  • 3 authors
·
Apr 8, 2025

GS-ROR^2: Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstruction

3D Gaussian Splatting (3DGS) has shown a powerful capability for novel view synthesis due to its detailed expressive ability and highly efficient rendering speed. Unfortunately, creating relightable 3D assets and reconstructing faithful geometry with 3DGS is still problematic, particularly for reflective objects, as its discontinuous representation raises difficulties in constraining geometries. Volumetric signed distance field (SDF) methods provide robust geometry reconstruction, while the expensive ray marching hinders its real-time application and slows the training. Besides, these methods struggle to capture sharp geometric details. To this end, we propose to guide 3DGS and SDF bidirectionally in a complementary manner, including an SDF-aided Gaussian splatting for efficient optimization of the relighting model and a GS-guided SDF enhancement for high-quality geometry reconstruction. At the core of our SDF-aided Gaussian splatting is the mutual supervision of the depth and normal between blended Gaussians and SDF, which avoids the expensive volume rendering of SDF. Thanks to this mutual supervision, the learned blended Gaussians are well-constrained with a minimal time cost. As the Gaussians are rendered in a deferred shading mode, the alpha-blended Gaussians are smooth, while individual Gaussians may still be outliers, yielding floater artifacts. Therefore, we introduce an SDF-aware pruning strategy to remove Gaussian outliers located distant from the surface defined by SDF, avoiding floater issue. This way, our GS framework provides reasonable normal and achieves realistic relighting, while the mesh from depth is still problematic. Therefore, we design a GS-guided SDF refinement, which utilizes the blended normal from Gaussians to finetune SDF. With this enhancement, our method can further provide high-quality meshes for reflective objects at the cost of 17% extra training time.

  • 3 authors
·
May 22, 2024

Optimized Minimal 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time, high-performance rendering, enabling a wide range of applications. However, representing 3D scenes with numerous explicit Gaussian primitives imposes significant storage and memory overhead. Recent studies have shown that high-quality rendering can be achieved with a substantially reduced number of Gaussians when represented with high-precision attributes. Nevertheless, existing 3DGS compression methods still rely on a relatively large number of Gaussians, focusing primarily on attribute compression. This is because a smaller set of Gaussians becomes increasingly sensitive to lossy attribute compression, leading to severe quality degradation. Since the number of Gaussians is directly tied to computational costs, it is essential to reduce the number of Gaussians effectively rather than only optimizing storage. In this paper, we propose Optimized Minimal Gaussians representation (OMG), which significantly reduces storage while using a minimal number of primitives. First, we determine the distinct Gaussian from the near ones, minimizing redundancy without sacrificing quality. Second, we propose a compact and precise attribute representation that efficiently captures both continuity and irregularity among primitives. Additionally, we propose a sub-vector quantization technique for improved irregularity representation, maintaining fast training with a negligible codebook size. Extensive experiments demonstrate that OMG reduces storage requirements by nearly 50% compared to the previous state-of-the-art and enables 600+ FPS rendering while maintaining high rendering quality. Our source code is available at https://maincold2.github.io/omg/.

  • 3 authors
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Mar 21, 2025 2