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InstantSplat: Sparse-view gaussian splatting in seconds

25 Pith papers cite this work. Polarity classification is still indexing.

25 Pith papers citing it
abstract

While neural 3D reconstruction has advanced substantially, its performance significantly degrades with sparse-view data, which limits its broader applicability, since SfM is often unreliable in sparse-view scenarios where feature matches are scarce. In this paper, we introduce InstantSplat, a novel approach for addressing sparse-view 3D scene reconstruction at lightning-fast speed. InstantSplat employs a self-supervised framework that optimizes 3D scene representation and camera poses by unprojecting 2D pixels into 3D space and aligning them using differentiable neural rendering. The optimization process is initialized with a large-scale trained geometric foundation model, which provides dense priors that yield initial points through model inference, after which we further optimize all scene parameters using photometric errors. To mitigate redundancy introduced by the prior model, we propose a co-visibility-based geometry initialization, and a Gaussian-based bundle adjustment is employed to rapidly adapt both the scene representation and camera parameters without relying on a complex adaptive density control process. Overall, InstantSplat is compatible with multiple point-based representations for view synthesis and surface reconstruction. It achieves an acceleration of over 30x in reconstruction and improves visual quality (SSIM) from 0.3755 to 0.7624 compared to traditional SfM with 3D-GS.

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cs.CV 24 cs.GR 1

representative citing papers

ZipSplat: Fewer Gaussians, Better Splats

cs.CV · 2026-06-03 · unverdicted · novelty 7.0

ZipSplat uses multi-view token extraction followed by k-means clustering and attention to decode compact scene tokens into unconstrained 3D Gaussians, achieving SOTA pose-free results with ~6x fewer primitives.

Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination

cs.CV · 2026-05-09 · unverdicted · novelty 7.0

A relightable Gaussian Splatting method for virtual production decomposes scenes into fixed appearance and variable lighting by parameterizing primitives to directly sample high-resolution background textures, enabling controllable relighting without physically-based rendering or far-field maps.

Generative 3D Gaussians with Learned Density Control

cs.GR · 2026-05-08 · unverdicted · novelty 6.0

DeG models 3D Gaussians via learned octree density and uses VecSeq Sobol re-indexing to turn set generation into sequence modeling, claiming SOTA quality in single-image-to-3D.

The Role of Initialization in 3D Gaussian Splatting

cs.CV · 2026-03-21 · conditional · novelty 6.0

Dense initialization of 3DGS does not consistently beat sparse SfM initialization for standard novel views, but improves off-trajectory generalization; no densification method wins everywhere.

RoDyGS: Robust Dynamic Gaussian Splatting for Casual Videos

cs.CV · 2024-12-04 · unverdicted · novelty 6.0

RoDyGS separates static and dynamic elements in monocular videos using Gaussian splatting with regularization and introduces the Kubric-MRig benchmark for pose-free dynamic novel view synthesis.

Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields

cs.CV · 2024-12-18 · unverdicted · novelty 5.0

Turbo-GS accelerates 3D Gaussian Splatting training via dilated rendering of pixel subsets, convergence-aware Gaussian budget allocation, and combined positional-appearance error densification to enable faster 4K fitting with preserved or improved rendering quality.

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