{"total":10,"items":[{"citing_arxiv_id":"2606.31637","ref_index":8,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"Intrinsic decomposition and editing of 3D Gaussian splats","primary_cat":"cs.GR","submitted_at":"2026-06-30T13:20:44+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":7.0,"formal_verification":"none","one_line_summary":"A method to decompose 3D Gaussian splats into independent albedo and shading components for consistent texture editing in radiance fields.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2606.30869","ref_index":7,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"GRay: Ray Tracing 3D Gaussians Near the Speed of Splats","primary_cat":"cs.GR","submitted_at":"2026-06-29T20:01:25+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":6.0,"formal_verification":"none","one_line_summary":"GRay is a ray tracer for 3D Gaussians that exploits dense small primitives for logarithmic scaling, rendering nearly 4x faster and optimizing nearly 10x faster than prior ray tracing while remaining competitive with splatting at somewhat lower quality.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2606.29976","ref_index":13,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"Learning Efficient 4D Gaussian Representations from Monocular Videos with Flow Splatting","primary_cat":"cs.CV","submitted_at":"2026-06-29T08:50:27+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":6.0,"formal_verification":"none","one_line_summary":"Flow Splatting extends 4D Gaussian volumes with time-varying means and covariances, approximates a velocity field, and splats it to render optical flow for supervising dynamic reconstruction from monocular video.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2606.11314","ref_index":26,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions","primary_cat":"cs.CV","submitted_at":"2026-06-09T18:01:02+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":5.0,"formal_verification":"none","one_line_summary":"Hybrid system that uses ray-traced 3D Gaussians to supply radiometric guidance and material regularization to a neural renderer for editable, realistic output from captured scenes.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2606.09606","ref_index":19,"ref_count":3,"confidence":0.9,"is_internal_anchor":false,"paper_title":"PTIR-GS: Path-Traced Inverse Rendering with Global Illumination in 3D Gaussian Fields","primary_cat":"cs.GR","submitted_at":"2026-06-08T15:15:07+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":6.0,"formal_verification":"none","one_line_summary":"PTIR-GS develops a splatting-free path-traced inverse rendering method for 3D Gaussian fields to achieve consistent optimization with global illumination and multi-bounce light transport.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2606.09018","ref_index":32,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"MaterialClusterGS: Palette-Based Material Decomposition and Physically-Based Relighting with 2D Gaussian Splatting","primary_cat":"cs.GR","submitted_at":"2026-06-08T04:30:03+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":5.0,"formal_verification":"none","one_line_summary":"A palette-based framework decomposes 2D Gaussian Splatting scenes into shared BRDF prototypes via a spatial material field for coherent editing and relighting under physical rendering.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2606.05912","ref_index":20,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"Self-Learning Expression Deformations for Data-Efficient Gaussian Avatars","primary_cat":"cs.CV","submitted_at":"2026-06-04T09:18:33+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":6.0,"formal_verification":"none","one_line_summary":"SAGE self-learns Gaussian expression deformations via joint surfel-SDF optimization and self-supervised consistency, enabling comparable avatar quality from single frames, monocular rotations, or one-shot inputs.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2604.15862","ref_index":47,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"Splats in Splats++: Robust and Generalizable 3D Gaussian Splatting Steganography","primary_cat":"cs.CV","submitted_at":"2026-04-17T09:13:20+00:00","verdict":"CONDITIONAL","verdict_confidence":"LOW","novelty_score":7.0,"formal_verification":"none","one_line_summary":"Splats in Splats++ embeds messages into 3DGS via importance-graded SH encryption, hash-grid opacity mapping, and a gradient-gated consistency loss, achieving higher fidelity and robustness than prior methods.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2503.22676","ref_index":13,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"TranSplat: Instant Object Relighting in Gaussian Splatting via Spherical Harmonic Radiance Transfer","primary_cat":"cs.CV","submitted_at":"2025-03-28T17:59:43+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":7.0,"formal_verification":"none","one_line_summary":"TranSplat performs instant object relighting in Gaussian Splatting by analytically modulating SH appearance coefficients via per-normal irradiance ratios from source and target environment maps, with dual-path specularity handling and SH self-shadowing.","context_count":0,"top_context_role":null,"top_context_polarity":null,"context_text":null},{"citing_arxiv_id":"2401.03890","ref_index":51,"ref_count":1,"confidence":0.9,"is_internal_anchor":false,"paper_title":"A Survey on 3D Gaussian Splatting","primary_cat":"cs.CV","submitted_at":"2024-01-08T13:42:59+00:00","verdict":"UNVERDICTED","verdict_confidence":"LOW","novelty_score":2.0,"formal_verification":"none","one_line_summary":"A survey compiling principles, applications, benchmarks, and challenges of 3D Gaussian Splatting for explicit 3D scene representation.","context_count":1,"top_context_role":"background","top_context_polarity":"background","context_text":"[49] Sara Fridovich-Keil, Giacomo Meanti, Frederik Rahbæk Warburg, Benjamin Recht, and Angjoo Kanazawa. 2023. K-planes: Explicit radiance fields in space, time, and appearance. In Proc. IEEE Conf. Comput. Vis. Pattern Recognit. 12479-12488. [50] Yang Fu, Sifei Liu, Amey Kulkarni, Jan Kautz, Alexei A Efros, and Xiaolong Wang. 2024. COLMAP-Free 3D Gaussian Splatting. In Proc. IEEE Conf. Comput. Vis. Pattern Recognit. [51] Jian Gao, Chun Gu, Youtian Lin, Hao Zhu, Xun Cao, Li Zhang, and Yao Yao. 2023. Relightable 3D Gaussian: Real-time Point Cloud Relighting with BRDF Decomposition and Ray Tracing. arXiv preprint arXiv:2311.16043 (2023). [52] Stephan J Garbin, Marek Kowalski, Matthew Johnson, Jamie Shotton, and Julien Valentin. 2021. Fastnerf: High-fidelity neural rendering at 200fps."}],"limit":50,"offset":0}