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.
Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in dense dynamic Simultaneous Localization And Mapping (SLAM). Prevailing methods typically discard predefined dynamic objects, ignoring that transiently static objects offer valuable geometric constraints for pose estimation. A recent work attempts to leverage this potential by employing per-pixel uncertainty maps to quantify the magnitude of motion. While this approach enables transiently static objects to enhance pose estimation, it erroneously integrates these objects into the static map, resulting in persistent artifacts. Moreover, its reliance on purely geometric information leads to ambiguous object boundaries in the uncertainty maps. To overcome these limitations, we present DL-SLAM, a monocular Gaussian Splatting SLAM system built upon a novel dual-level probabilistic framework. Our method computes dynamic probability maps by combining semantic and geometric information. These pixel-level probabilities are lifted to 3D and aggregated to derive an object-level dynamic probability for each instance. Object-level probability enables the categorical pruning of dynamic Gaussians, resulting in an artifact-free static map. The static map, in turn, provides a geometrically consistent guidance to refine the pixel-wise probabilities, enhancing their reliability. Experimental results demonstrate that DL-SLAM outperforms existing approaches, improving tracking accuracy by up to 13\% while generating high-fidelity semantic maps.
VLK synthesizes paired vision-language-kinematics supervision inside 3DGS-reconstructed real scenes: it generates navigation and object-interaction trajectories with privileged scene info, renders egocentric views after the fact, and produces 48,000 paired trajectories to train a policy predicting Unitree G1 whole-body motion, enabling sim-to-real perception-based humanoid loco-manipulation.
Existing active reconstruction systems with Gaussian-splatting maps select observations greedily, optimizing a single next-best-view (NBV) at each step and connecting the chosen views by short-horizon path planning. This greedy decoupling disregards the global structure of scene information, producing inefficient trajectories that waste sensing capacity in transit between selected views. In this work, we study active reconstruction as an ergodic coverage problem: the time-averaged spatial statistics of the sensor trajectory should match a target information distribution induced by the current map. Our approach derives this target distribution online from uncertainty and visibility, and calculates ergodic trajectories via a kernel-ergodic horizon planner with gradient flow and footprint depletion, closing the loop between mapping and trajectory optimization. We thoroughly evaluate TRACE on the Replica dataset against the Next-Best-View (NBV) baselines, improving PSNR by 1.5 dB. Code: https://github.com/spikelab-jhu/trace-active-reconstruction.
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.
3D Gaussian Splatting (3DGS) employs Gaussian primitives for explicit scene representation, facilitating real-time, high-fidelity reconstruction and novel view synthesis of complex scenes. However, the explicit modeling inherent in 3DGS introduces a gradient bias during optimization, rendering its non-convex optimization process highly susceptible to convergence toward local suboptimal solutions. This constitutes a fundamental limitation in 3DGS optimization, which we term the Blur Trap. To address this limitation, we integrate simple explicit exploration into the 3DGS optimization framework. First, through rigorous mathematical analysis of the 3DGS optimization formulation, we identify the underlying optimization bias responsible for the Blur Trap and categorize it into two distinct subtypes: the Far-Side Blur Trap and the Near-Side Blur Trap. Subsequently, we propose two highly straightforward exploration strategies (Random Seeding and Random Splitting) to mitigate the far-side and near-side blur traps, respectively. Experimental validation demonstrates that the incorporation of these exploration operators effectively and complementarily overcome the Blur Trap, achieving high-quality rendering performance across multiple datasets. Project page: https://chengbo-wang.github.io/ExploreGS/
3D Gaussian Splatting (3DGS) achieves high-quality real-time rendering by representing a scene with a large collection of anisotropic Gaussian primitives. However, complex scenes often require millions of Gaussians, resulting in substantial storage and rendering costs. Existing compression methods mainly reduce redundancy through primitive-wise pruning, attribute quantization, clustering, or neural coding, while redundancy caused by strongly overlapping and non-orthogonal Gaussian basis functions remains largely unexplored. We present QIRF, a quantum-inspired non-orthogonal function-space compression method for 3D Gaussian Splatting. QIRF models neighboring Gaussian primitives as a local non-orthogonal basis and formulates primitive reduction as a subspace-aware selection problem. Specifically, an analytic Gaussian overlap matrix and a radiance-response density matrix are constructed to characterize functional redundancy and rendering relevance. Generalized eigendecomposition is then used to identify the dominant local subspace and select representative Gaussian primitives. An RRDM-based response model and detail-aware safeguarding further preserve visually important high-frequency structures under aggressive pruning. Experiments on 13 scenes from Mip-NeRF 360, Tanks and Temples, and Deep Blending show that QIRF reduces the Gaussian count and raw PLY storage by 71.7 percent on average, corresponding to approximately 3.54 times compression, while maintaining reconstruction quality comparable to 3DGS and achieving a marginal average PSNR improvement of 0.10 dB. QIRF also improves the average rendering speed over 3DGS by 34.3 percent. These results suggest that non-orthogonal function-space redundancy is an important yet underexplored source of representational redundancy in explicit Gaussian radiance fields.
Novel view rendering of large and complex reconstructed scenes is becoming increasingly photorealistic. However, most reconstructions remain static and lack the ambient motion that makes environments immersive. We present AniGS, a method for scene-level animation of 3D Gaussian Splatting (3DGS) reconstructions that adds subtle, distributed dynamics, e.g., vegetation motion, while preserving rigid structures. Unlike existing 3D animation techniques which are limited to object-centric subjects or small regions, AniGS is designed for large, cluttered, navigable scenes. AniGS represents the scene with a canonical 3DGS and models motion using a time-conditioned deformation field. To animate the entire scene, we leverage a pretrained video diffusion model and introduce an iterative dataset--model update strategy that progressively expands viewpoint coverage and repeatedly updates camera-fixed training videos using a render-and-refine scheme. To prevent artifacts from unintended motion in static areas, we further introduce a composed video-to-video refinement scheme that restricts motion to desired regions. Experiments on five real-world, large-scale outdoor scenes demonstrate that AniGS produces natural ambient dynamics and high-quality novel view videos, enabling more immersive viewing experiences of reconstructed environments.
Recent advancements in 3D Gaussian Splatting (3DGS) have enabled language-guided scene understanding. However, existing Referring 3D Gaussian Splatting (R3DGS) methods are fundamentally restricted to single-target queries. To reflect the ambiguity of real-world instructions, we introduce the Generalized Referring 3D Gaussian Splatting Segmentation (GR3DGS) task, which requires dynamically segmenting an arbitrary number of targets (0, 1, or $N$). To facilitate comprehensive evaluation of this new task, we construct two new benchmarks: GR-LERF and GR-ScanNet. Crucially, existing R3DGS paradigms exhibit fundamental technical bottlenecks that severely limit their performance on the GR3DGS task: they lack intrinsic 3D point-level understanding by operating merely on 2D rendered pixels, and they incur prohibitive computational overhead by requiring per-scene optimization to embed heavy semantic features. To dismantle these bottlenecks, we propose ZeroSplat, a novel training-free and zero-feature framework. ZeroSplat lifts 2D Vision-Language Model (VLM) priors into 3D space through robust multi-view geometric constraints. This strategy enables intrinsic point-level understanding without incurring any additional feature storage. Extensive experiments demonstrate that ZeroSplat significantly outperforms state-of-the-art methods across generalized and single-target scenarios while maintaining exceptional efficiency. Project Page: https://inkmind-ai.github.io/ZeroSplat
While Implicit Neural Representations (INRs) and dynamic 3D Gaussian Splatting (3DGS) achieve impressive results in video processing, they often fall short of producing representations that are easily editable. Recent methods address this by introducing complex spatial deformations or folded distributions, which constrain optimization and reduce flexibility for downstream editing. In this paper, we introduce TOM-GS, an editable video representation that forgoes complex deformations in favor of regular 3D Gaussians equipped with a continuous temporal opacity formulation. By assigning a learnable temporal mean and scale to the opacity of each Gaussian, our model enables static 3D spatial components to fade smoothly in and out of the scene. Grounded by robust, off-the-shelf pose estimation, our approach maintains a static spatial geometry that naturally supports a wide range of manual and physics-based edits. TOM-GS outperforms prior editable video representations in visual fidelity, while its reliance on standard 3D Gaussians ensures seamless compatibility with established 3D editing tools.
Real-world video deblurring remains challenging due to diverse motion patterns, complex degradations, and the scarcity of realistic training data, yet robust restoration is critical for downstream pipelines such as mobile imaging and 3D reconstruction. This work presents \textbf{RealVDeblur}, an efficient generative framework designed to improve in-the-wild robustness under diverse real capture conditions. First, a large-scale, physically grounded blur synthesis pipeline is constructed from scene-level 3D Gaussian Splatting (3DGS) assets and high-frame-rate videos, providing realistic training data covering both camera-induced and object-motion blur. Second, a video diffusion prior is leveraged for restoration; to better accommodate frame-dependent blur variations, temporal compression in the VAE is disabled and a frame-wise encoding scheme is adopted. For practical deployment on long videos, multi-step diffusion sampling is distilled into an efficient one-step generator, and a training-free Temporal Window Mask stabilizes inference beyond the training horizon with constant memory usage. Extensive experiments on diverse real-world benchmarks demonstrate strong perceptual quality, semantic fidelity, and temporal consistency on unseen videos, as well as improved robustness in downstream 3D reconstruction under severe motion blur. Project page: https://rbjin.github.io/RealVDeblur
Visual localization becomes extremely challenging in planetary-like terrains characterized by low texture, perceptual aliasing, harsh illumination, and sparse, weakly overlapping viewpoints induced by forward rover motion and unconstrained driving directions. Under these conditions, state-of-the-art image-to-image and image-to-map matching pipelines suffer significant performance degradation. In this work, we propose a visual relocalization method that departs from classical correspondence-based pipelines by directly estimating camera poses against a differentiable map representation built with 3D Gaussian Splatting (3DGS). Our key contribution is a geometry-aware training strategy that combines photometric and geometric losses, where the geometric supervision is provided for the first time by combining multi-view stereo (MVS) and LiDAR depths. We show that this joint optimization produces a 3DGS model that better fits the underlying scene geometry, leading to improved photometric and geometric consistency and more robust, accurate single-image 6-DoF pose estimation. Extensive experiments on data acquired in planetary-analog environments validate the effectiveness of our approach, showing substantial gains in relocalization accuracy under challenging conditions. Code is available at https://github.com/DLR-RM/multimodal-gsplat-relocalization.