Gaussian Splatting: The Latest Splashes in Real-Time 3D and Beyond
Latest 50 papers on gaussian splatting: Oct. 12, 2025
Gaussian Splatting (3DGS) has rapidly become a sensation in the 3D computer vision landscape, revolutionizing how we capture, reconstruct, and render immersive 3D scenes in real time. Its ability to create photorealistic representations with astounding efficiency has propelled it to the forefront, making it a hotbed for innovation. This digest dives into a collection of recent research papers, showcasing exciting breakthroughs that are pushing the boundaries of 3DGS, from enhancing realism and efficiency to enabling novel applications.
The Big Ideas & Core Innovations
The central challenge these papers tackle is how to make 3DGS more robust, efficient, and versatile, particularly in demanding ‘in-the-wild’ scenarios and dynamic environments. A prominent theme is improving performance under sparse-view conditions and handling dynamic scenes. For instance, researchers from Insta360 Research and Tsinghua University in their paper, “D2GS: Depth-and-Density Guided Gaussian Splatting for Stable and Accurate Sparse-View Reconstruction”, introduce D2GS to combat overfitting and underfitting issues inherent in sparse-view 3DGS. They use a unique depth-and-density guided dropout and fidelity enhancement, showing a systematic way to improve stability.
Building on efficiency, ETH Zurich, University of Tübingen, and Microsoft present “ReSplat: Learning Recurrent Gaussian Splats”. ReSplat uses a feed-forward recurrent model that iteratively refines 3D Gaussians by leveraging rendering error as feedback, leading to faster rendering with fewer Gaussians. This focus on efficiency is echoed in “Optimized Minimal 4D Gaussian Splatting” (OMG4) by Yonsei University and Seoul National University, which drastically reduces model size (over 60%) for 4D dynamic scenes while maintaining high fidelity through multi-stage optimization and Sub-Vector Quantization (SVQ).
Beyond basic reconstruction, several papers explore extending 3DGS for interactive editing and semantic understanding. Peking University and Tianjin University, in “Polysemous Language Gaussian Splatting via Matching-based Mask Lifting” (MUSplat), introduce a training-free, polysemy-aware framework for open-vocabulary understanding in 3DGS scenes, enabling single Gaussians to represent multiple semantic concepts. Similarly, The University of Hong Kong and The University of Newcastle bring us “4DGS-Craft: Consistent and Interactive 4D Gaussian Splatting Editing”, which integrates Large Language Models (LLMs) with geometric features for intuitive, temporally consistent 4D scene editing.
Another innovative direction is hybrid representations and specialized applications. Max Planck Institute for Informatics in “Splat the Net: Radiance Fields with Splattable Neural Primitives” bridges neural networks and primitive-based methods using ‘splattable neural primitives’ for real-time rendering without ray marching. For dynamic scene reconstruction, Hong Kong University of Science and Technology introduces “DEGS: Deformable Event-based 3D Gaussian Splatting from RGB and Event Stream”, which leverages high-temporal-resolution event data to complement sparse RGB images, enhancing motion modeling. And in a fascinating cross-domain application, UCLA presents “GSRF: Complex-Valued 3D Gaussian Splatting for Efficient Radio-Frequency Data Synthesis”, adapting 3DGS for radio-frequency data synthesis by using complex-valued Gaussians and orthographic splatting.
Under the Hood: Models, Datasets, & Benchmarks
These advancements are powered by innovative models, novel datasets, and rigorous benchmarking, often making use of established 3DGS strengths while introducing new components:
- ArchitectHead from University of British Columbia (“ArchitectHead: Continuous Level of Detail Control for 3D Gaussian Head Avatars”) introduces a learnable multi-level UV feature field for scalable LOD control in head avatars. The authors provide code at https://peizhiyan.github.io/docs/architect/.
- D2GS introduces the Inter-Model Robustness (IMR) metric for robust evaluation of 3D Gaussian representations, with code available at https://insta360-research-team.github.io/DDGS-website/.
- OMG4 pioneers a multi-stage optimization pipeline combining Gaussian Sampling, Pruning, and Merging, alongside generalized Sub-Vector Quantization (SVQ) for efficient 4D representations. Code is available at https://minshirley.github.io/OMG4/.
- Proxy-GS by Northwestern Polytechnical University and Shanghai AI Lab (“Proxy-GS: Efficient 3D Gaussian Splatting via Proxy Mesh”) uses a proxy-guided training pipeline and hardware rasterization for occlusion-aware rendering. You can explore their code at https://github.com/dendenxu/.
- RTGS from University of Minnesota (“RTGS: Real-Time 3D Gaussian Splatting SLAM via Multi-Level Redundancy Reduction”) features an algorithm-hardware co-design with adaptive Gaussian pruning and a Gradient Merging Unit (GMU) for efficient 3DGS SLAM on edge devices. Code is at https://github.com/UMN-ZhaoLab/RTGS.
- MPMAvatar by KAIST (“MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics”) introduces a tailored Material Point Method (MPM)-based simulator for robust garment dynamics and zero-shot generalization. Project page: https://KAISTChangmin.github.io/MPMAvatar/.
- GreenhouseSplat from University of Agriculture and Technology (“GreenhouseSplat: A Dataset of Photorealistic Greenhouse Simulations for Mobile Robotics”) is a new dataset for mobile robotics in agricultural environments, featuring detailed lighting and textures.
- GaussianLens from Stanford University and Google DeepMind (“GaussianLens: Localized High-Resolution Reconstruction via On-Demand Gaussian Densification”) uses a pixel-guided densification mechanism. Code available at https://github.com/google-deepmind/gaussian_lens.
- SEHDR by City University of Hong Kong (“SeHDR: Single-Exposure HDR Novel View Synthesis via 3D Gaussian Bracketing”) introduces Bracketed 3D Gaussians and Differentiable Neural Exposure Fusion (NeEF). Code is available at https://github.com/yiyulics/SeHDR.
- ComGS from Nanjing University and Huawei Noah’s Ark Lab (“ComGS: Efficient 3D Object-Scene Composition via Surface Octahedral Probes”) uses Surface Octahedral Probes for efficient relightable object reconstruction. Code is at https://nju-3dv.github.io/projects/ComGS/.
- AsymGS by McMaster University and Xi’an Jiaotong University (“Robust Neural Rendering in the Wild with Asymmetric Dual 3D Gaussian Splatting”) uses a dual-model framework with divergent masking strategies. Code at https://steveli88.github.io/AsymGS.
- Textured Gaussians from Stanford University and Meta (“Textured Gaussians for Enhanced 3D Scene Appearance Modeling”) augments Gaussians with alpha, RGB, or RGBA texture maps for richer detail.
Impact & The Road Ahead
The research in Gaussian Splatting is clearly heading towards more adaptive, efficient, and intelligent 3D content creation and interaction. The advancements in sparse-view reconstruction, dynamic scene modeling, and extreme compression (e.g., ExGS achieves 100x compression in “ExGS: Extreme 3D Gaussian Compression with Diffusion Priors”) pave the way for deploying high-fidelity 3D experiences on bandwidth-constrained and edge devices, from mobile phones to AR/VR headsets. Papers like “Capture and Interact: Rapid 3D Object Acquisition and Rendering with Gaussian Splatting in Unity” by IMDEA Networks Institute demonstrate end-to-end pipelines that make 3D content creation more accessible and instantaneous for consumers.
The integration of LLMs with 3DGS for semantic-aware editing and understanding (as seen in MUSplat and 4DGS-Craft) marks a significant step towards more intuitive human-computer interaction in 3D environments. This fusion of vision and language will be critical for future applications in virtual reality, autonomous systems, and digital content creation.
Furthermore, specialized applications such as face parsing under extreme poses (“Efficient Label Refinement for Face Parsing Under Extreme Poses Using 3D Gaussian Splatting”), driving scene editing (“SIMSplat: Predictive Driving Scene Editing with Language-aligned 4D Gaussian Splatting” by Purdue University), and even RF data synthesis show the remarkable versatility of Gaussian Splatting. The continuous efforts to optimize for power efficiency (“PowerGS: Display-Rendering Power Co-Optimization for Neural Rendering in Power-Constrained XR Systems” by Horizon Research) and integrate physics-based dynamics (“MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics”) promise to make immersive, realistic 3D experiences a standard across various industries. The field is rapidly evolving, promising a future where photorealistic 3D is not only ubiquitous but also seamlessly interactive and adaptable to our every need.
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