Skip to content

Commit

Permalink
Merge pull request #311 from MrNeRF/paper_updates
Browse files Browse the repository at this point in the history
Paper updates
  • Loading branch information
MrNeRF authored Jan 27, 2025
2 parents 023a9d3 + 0eedf76 commit e36f72d
Show file tree
Hide file tree
Showing 9 changed files with 256 additions and 2 deletions.
Binary file added assets/thumbnails/armagan2025trickgs.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/chen2024gigs.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/lan20253dgs2.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/lee2025densesfm.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/li2025micromacro.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/sario2025gode.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/yang2025fast3r.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added assets/thumbnails/yu2025hammer.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
258 changes: 256 additions & 2 deletions awesome_3dgs_papers.yaml
Original file line number Diff line number Diff line change
@@ -1,3 +1,216 @@
- id: armagan2025trickgs
title: 'Trick-GS: A Balanced Bag of Tricks for Efficient Gaussian Splatting'
authors: Anil Armagan, Albert Saà-Garriga, Bruno Manganelli, Mateusz Nowak, Mehmet
Kerim Yucel
year: '2025'
abstract: 'Gaussian splatting (GS) for 3D reconstruction has become quite popular
due to their fast training, inference speeds and high quality reconstruction.
However, GS-based reconstructions generally consist of millions of Gaussians,
which makes them hard to use on computationally constrained devices such as smartphones.
In this paper, we first propose a principled analysis of advances in efficient
GS methods. Then, we propose Trick-GS, which is a careful combination of several
strategies including (1) progressive training with resolution, noise and Gaussian
scales, (2) learning to prune and mask primitives and SH bands by their significance,
and (3) accelerated GS training framework. Trick-GS takes a large step towards
resource-constrained GS, where faster run-time, smaller and faster-convergence
of models is of paramount concern. Our results on three datasets show that Trick-GS
achieves up to 2x faster training, 40x smaller disk size and 2x faster rendering
speed compared to vanilla GS, while having comparable accuracy.

'
project_page: null
paper: https://arxiv.org/pdf/2501.14534.pdf
code: null
video: null
tags:
- Acceleration
thumbnail: assets/thumbnails/armagan2025trickgs.jpg
publication_date: '2025-01-24T14:40:40+00:00'
date_source: arxiv
- id: lee2025densesfm
title: 'Dense-SfM: Structure from Motion with Dense Consistent Matching'
authors: JongMin Lee, Sungjoo Yoo
year: '2025'
abstract: 'We present Dense-SfM, a novel Structure from Motion (SfM) framework designed
for dense and accurate 3D reconstruction from multi-view images. Sparse keypoint
matching, which traditional SfM methods often rely on, limits both accuracy and
point density, especially in texture-less areas. Dense-SfM addresses this limitation
by integrating dense matching with a Gaussian Splatting (GS) based track extension
which gives more consistent, longer feature tracks. To further improve reconstruction
accuracy, Dense-SfM is equipped with a multi-view kernelized matching module leveraging
transformer and Gaussian Process architectures, for robust track refinement across
multi-views. Evaluations on the ETH3D and Texture-Poor SfM datasets show that
Dense-SfM offers significant improvements in accuracy and density over state-of-the-art
methods.

'
project_page: null
paper: https://arxiv.org/pdf/2501.14277.pdf
code: null
video: null
tags:
- Point Cloud
- Poses
thumbnail: assets/thumbnails/lee2025densesfm.jpg
publication_date: '2025-01-24T06:45:12+00:00'
date_source: arxiv
- id: li2025micromacro
title: Micro-macro Wavelet-based Gaussian Splatting for 3D Reconstruction from Unconstrained
Images
authors: Yihui Li, Chengxin Lv, Hongyu Yang, Di Huang
year: '2025'
abstract: '3D reconstruction from unconstrained image collections presents substantial
challenges due to varying appearances and transient occlusions. In this paper,
we introduce Micro-macro Wavelet-based Gaussian Splatting (MW-GS), a novel approach
designed to enhance 3D reconstruction by disentangling scene representations into
global, refined, and intrinsic components. The proposed method features two key
innovations: Micro-macro Projection, which allows Gaussian points to capture details
from feature maps across multiple scales with enhanced diversity; and Wavelet-based
Sampling, which leverages frequency domain information to refine feature representations
and significantly improve the modeling of scene appearances. Additionally, we
incorporate a Hierarchical Residual Fusion Network to seamlessly integrate these
features. Extensive experiments demonstrate that MW-GS delivers state-of-the-art
rendering performance, surpassing existing methods.

'
project_page: null
paper: https://arxiv.org/pdf/2501.14231.pdf
code: null
video: null
tags:
- In the Wild
thumbnail: assets/thumbnails/li2025micromacro.jpg
publication_date: '2025-01-24T04:37:57+00:00'
date_source: arxiv
- id: yu2025hammer
title: 'HAMMER: Heterogeneous, Multi-Robot Semantic Gaussian Splatting'
authors: Javier Yu, Timothy Chen, Mac Schwager
year: '2025'
abstract: '3D Gaussian Splatting offers expressive scene reconstruction, modeling
a broad range of visual, geometric, and semantic information. However, efficient
real-time map reconstruction with data streamed from multiple robots and devices
remains a challenge. To that end, we propose HAMMER, a server-based collaborative
Gaussian Splatting method that leverages widely available ROS communication infrastructure
to generate 3D, metric-semantic maps from asynchronous robot data-streams with
no prior knowledge of initial robot positions and varying on-device pose estimators.
HAMMER consists of (i) a frame alignment module that transforms local SLAM poses
and image data into a global frame and requires no prior relative pose knowledge,
and (ii) an online module for training semantic 3DGS maps from streaming data.
HAMMER handles mixed perception modes, adjusts automatically for variations in
image pre-processing among different devices, and distills CLIP semantic codes
into the 3D scene for open-vocabulary language queries. In our real-world experiments,
HAMMER creates higher-fidelity maps (2x) compared to competing baselines and is
useful for downstream tasks, such as semantic goal-conditioned navigation (e.g.,
``go to the couch"). Accompanying content available at hammer-project.github.io.

'
project_page: https://hammer-project.github.io/
paper: https://arxiv.org/pdf/2501.14147.pdf
code: null
video: null
tags:
- Project
- Robotics
- SLAM
thumbnail: assets/thumbnails/yu2025hammer.jpg
publication_date: '2025-01-24T00:21:10+00:00'
date_source: arxiv
- id: yang2025fast3r
title: 'Fast3R: Towards 3D Reconstruction of 1000+ Images in One Forward Pass'
authors: Jianing Yang, Alexander Sax, Kevin J. Liang, Mikael Henaff, Hao Tang, Ang
Cao, Joyce Chai, Franziska Meier, Matt Feiszli
year: '2025'
abstract: 'Multi-view 3D reconstruction remains a core challenge in computer vision,
particularly in applications requiring accurate and scalable representations across
diverse perspectives. Current leading methods such as DUSt3R employ a fundamentally
pairwise approach, processing images in pairs and necessitating costly global
alignment procedures to reconstruct from multiple views. In this work, we propose
Fast 3D Reconstruction (Fast3R), a novel multi-view generalization to DUSt3R that
achieves efficient and scalable 3D reconstruction by processing many views in
parallel. Fast3R''s Transformer-based architecture forwards N images in a single
forward pass, bypassing the need for iterative alignment. Through extensive experiments
on camera pose estimation and 3D reconstruction, Fast3R demonstrates state-of-the-art
performance, with significant improvements in inference speed and reduced error
accumulation. These results establish Fast3R as a robust alternative for multi-view
applications, offering enhanced scalability without compromising reconstruction
accuracy.

'
project_page: https://fast3r-3d.github.io/
paper: https://arxiv.org/pdf/2501.13928.pdf
code: null
video: null
tags:
- 3ster-based
- Project
thumbnail: assets/thumbnails/yang2025fast3r.jpg
publication_date: '2025-01-23T18:59:55+00:00'
date_source: arxiv
- id: sario2025gode
title: 'GoDe: Gaussians on Demand for Progressive Level of Detail and Scalable Compression'
authors: Francesco Di Sario, Riccardo Renzulli, Marco Grangetto, Akihiro Sugimoto,
Enzo Tartaglione
year: '2025'
abstract: '3D Gaussian Splatting enhances real-time performance in novel view synthesis
by representing scenes with mixtures of Gaussians and utilizing differentiable
rasterization. However, it typically requires large storage capacity and high
VRAM, demanding the design of effective pruning and compression techniques. Existing
methods, while effective in some scenarios, struggle with scalability and fail
to adapt models based on critical factors such as computing capabilities or bandwidth,
requiring to re-train the model under different configurations. In this work,
we propose a novel, model-agnostic technique that organizes Gaussians into several
hierarchical layers, enabling progressive Level of Detail (LoD) strategy. This
method, combined with recent approach of compression of 3DGS, allows a single
model to instantly scale across several compression ratios, with minimal to none
impact to quality compared to a single non-scalable model and without requiring
re-training. We validate our approach on typical datasets and benchmarks, showcasing
low distortion and substantial gains in terms of scalability and adaptability.

'
project_page: null
paper: https://arxiv.org/pdf/2501.13558.pdf
code: null
video: null
tags:
- Compression
- LoD
thumbnail: assets/thumbnails/sario2025gode.jpg
publication_date: '2025-01-23T11:05:45+00:00'
date_source: arxiv
- id: lan20253dgs2
title: '3DGS$^2$: Near Second-order Converging 3D Gaussian Splatting'
authors: Lei Lan, Tianjia Shao, Zixuan Lu, Yu Zhang, Chenfanfu Jiang, Yin Yang
year: '2025'
abstract: '3D Gaussian Splatting (3DGS) has emerged as a mainstream solution for
novel view synthesis and 3D reconstruction. By explicitly encoding a 3D scene
using a collection of Gaussian kernels, 3DGS achieves high-quality rendering with
superior efficiency. As a learning-based approach, 3DGS training has been dealt
with the standard stochastic gradient descent (SGD) method, which offers at most
linear convergence. Consequently, training often requires tens of minutes, even
with GPU acceleration. This paper introduces a (near) second-order convergent
training algorithm for 3DGS, leveraging its unique properties. Our approach is
inspired by two key observations. First, the attributes of a Gaussian kernel contribute
independently to the image-space loss, which endorses isolated and local optimization
algorithms. We exploit this by splitting the optimization at the level of individual
kernel attributes, analytically constructing small-size Newton systems for each
parameter group, and efficiently solving these systems on GPU threads. This achieves
Newton-like convergence per training image without relying on the global Hessian.
Second, kernels exhibit sparse and structured coupling across input images. This
property allows us to effectively utilize spatial information to mitigate overshoot
during stochastic training. Our method converges an order faster than standard
GPU-based 3DGS training, requiring over $10\times$ fewer iterations while maintaining
or surpassing the quality of the compared with the SGD-based 3DGS reconstructions.

'
project_page: null
paper: https://arxiv.org/pdf/2501.13975.pdf
code: null
video: null
tags:
- Optimization
thumbnail: assets/thumbnails/lan20253dgs2.jpg
publication_date: '2025-01-22T22:28:11+00:00'
date_source: arxiv
- id: shi2025sketch
title: 'Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes'
authors: Yuang Shi, Simone Gasparini, Géraldine Morin, Chenggang Yang, Wei Tsang
Expand Down Expand Up @@ -956,9 +1169,10 @@
'
project_page: null
paper: https://arxiv.org/pdf/2501.03229.pdf
code: null
code: https://github.com/darshanmakwana412/gaussian-mae
video: null
tags:
- Code
- Transformer
thumbnail: assets/thumbnails/rajasegaran2025gaussian.jpg
publication_date: '2025-01-06T18:59:57+00:00'
Expand Down Expand Up @@ -3649,10 +3863,11 @@
'
project_page: null
paper: https://arxiv.org/pdf/2411.12788.pdf
code: null
code: https://github.com/fatPeter/mini-splatting2
video: null
tags:
- Acceleration
- Code
- Densification
thumbnail: assets/thumbnails/fang2024minisplatting2.jpg
publication_date: '2024-11-19T11:47:40+00:00'
Expand Down Expand Up @@ -4295,6 +4510,45 @@
thumbnail: assets/thumbnails/zhang2024monst3r.jpg
publication_date: '2024-10-04T18:00:07+00:00'
date_source: arxiv
- id: chen2024gigs
title: 'GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse
Rendering'
authors: Hongze Chen, Zehong Lin, Jun Zhang
year: '2024'
abstract: '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.

'
project_page: https://stopaimme.github.io/GI-GS/
paper: https://arxiv.org/pdf/2410.02619.pdf
code: https://github.com/stopaimme/GI-GS
video: null
tags:
- Code
- Project
- Ray Tracing
- Relight
thumbnail: assets/thumbnails/chen2024gigs.jpg
publication_date: '2024-10-03T15:58:18+00:00'
date_source: arxiv
- id: xie2024supergs
title: 'SuperGS: Super-Resolution 3D Gaussian Splatting via Latent Feature Field
and Gradient-guided Splitting'
Expand Down

0 comments on commit e36f72d

Please sign in to comment.