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Beizhen Zhao

Publications and source records attributed to Beizhen Zhao.

11 recordsLinked to original sources

GSExplorer: Interactive World Generation with a Persistent 3D Gaussian World State

Interactive world generation requires both accurate local control and stable scene consistency over long rollouts. Existing methods improve local generation through camera or geometry conditioning and extend historical context with memory mechanisms. However, long-horizon exploration remains challenging as target-view guidance becomes incomplete and inconsistencies accumulate across repeated scene updates. We present \textbf{GSExplorer}, a generation--reconstruction framework built around a persistent 3D Gaussian world state. At each step, the current 3DGS scene provides multimodal rendering conditions for a condition-driven video generator, while camera geometry is injected through a separate Relative Ray Encoding branch. Generated videos are then fed back to a SLAM-based reconstruction backend, where inconsistency filtering prevents conflicting content from corrupting the scene and cross-chunk bundle adjustment improves spatial alignment across generation steps. We further design a data-construction pipeline that reproduces realistic 3DGS degradation during scene extrapolation, yielding 293K training pairs of degraded multimodal renderings and real target videos. GSExplorer achieves the best overall performance among the compared methods on both single-step and three-step WorldScore evaluation, with strong camera control and consistency across both settings, including a Camera Control score of 99.07 in single-step extrapolation. On 481-frame leave-and-return rollouts, it also shows strong revisit consistency, demonstrating the value of maintaining a reliable 3D world state for continued exploration.

cs.CV↗

AdaGS: Confidence-Gated Diffusion Adaptation for Unposed Sparse-View 3D Gaussian Reconstruction

Sparse-view outdoor 3D reconstruction remains challenging for Gaussian splatting. Although diffusion restorers can provide additional pseudo-view supervision, we identify a failure pattern in diffusion-guided reconstruction: an unguided diffusion model may misinterpret floating artifacts and complete them into plausible but non-existent scene structures. To mitigate this challenge, we propose a confidence-gated diffusion adaptation framework for unposed sparse-view reconstruction. We introduce an artifact-aware adapter that is trained in two stages on our constructed Gaussian artifact dataset. The adapter suppresses floater-induced visual cues before diffusion restoration, while bidirectional confidence fusion accepts generated regions only when they are supported by cross-view geometric evidence. Furthermore, we introduce a Gaussian stabilization strategy to attenuate Gaussians that exhibit weak multi-view inconsistency, preventing them from repeatedly triggering hallucinations in later optimization. Extensive experiments on three outdoor datasets demonstrate that our method improves rendering fidelity and pose accuracy over existing approaches.

cs.CV↗

DUET4D: Self-Corrective Coupled Guidance for Sparse-View 4D Reconstruction

Sparse-view 4D reconstruction is highly under-constrained when only a few cameras are available. Generative priors can recover missing appearances, but video models are computationally impractical for iterative reconstruction, whereas single-view models produce temporally inconsistent pseudo-observations. Moreover, directly absorbing uncertain generative outputs into Gaussian optimization often creates redundant primitives and floating artifacts. To address these challenges, we propose DUET4D, a self-corrective coupled guidance framework for sparse-view 4D Gaussian splatting. The core of our approach is a self-corrective framework where the 4D representation guides generative prior for spatio-temporal consistent supervisions. We first construct sequential alignments from current Gaussian evidence to steer the latent restoration. Then we use Sequential Fidelity Resampling to lift generative supervisions into Gaussian space to selectively distinguish repeatedly supported primitives. The corrected representation then provides more reliable Gaussian evidence for the next restoration cycle. Extensive experiments demonstrate that DUET4D significantly improves rendering quality and rendering efficiency.

cs.CV↗

Robust and Efficient Monocular 3D Gaussian SLAM for Kilometer-Scale Outdoor Scenes

Scaling monocular 3D Gaussian Splatting (3DGS) SLAM to kilometer-level outdoor environments poses two tightly coupled challenges: fragile long-term pose tracking and excessive memory overhead during large-scale mapping. In this paper, we propose KiloGS-SLAM, a highly efficient and robust monocular 3DGS-SLAM system that jointly addresses both bottlenecks. Since high-fidelity scene reconstruction fundamentally relies on drift-free camera poses, we first introduce a motion-adaptive hybrid tracking module. This module features a condition-triggered three-tier solving pipeline. It dynamically switches between Essential matrix and PnP models to handle geometric degeneracies. An on-demand foundation model can also be activated to rescue the trajectory from catastrophic drift. To ensure the system can sustain these long trajectories without memory exhaustion, we subsequently design a lifecycle-managed Gaussian mapping strategy. By integrating probabilistic initialization with chunk-based multi-view densification and pruning, this full-pipeline optimization effectively reduces primitive redundancy while preserving high-frequency details. Together, the robust tracking guarantees the geometric foundation required for accurate mapping, while the memory-efficient lifecycle-managed mapping enables large-scale operation. Extensive experiments across three challenging outdoor datasets demonstrate that our approach achieves state-of-the-art tracking accuracy and rendering quality, successfully scaling to sequences of over 10,000 frames on a single GPU.

cs.CV↗

MMGS: 10$\times$ Compressed 3DGS through Optimal Transport Aggregation based on Multi-view Ranking

While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it suffers from significant overhead due to massive redundant primitives. Existing compression methods typically rely on local sampling or fixed pruning thresholds, which often struggle to balance redundancy reduction with high-fidelity rendering. To address this, we propose a novel framework that formulates Gaussian optimization as a global geometric distribution matching problem. Specifically, our approach integrates three components: (1) we introduce a multi-view 3D Gaussian contribution ranking mechanism that filters primitives using geometric consistency instead of local heuristics; (2) we propose a global Optimal Transport (OT)-based aggregation algorithm that merges redundant primitives while preserving the underlying geometry; and (3) we design an OT-based densification operator that maintains the Gaussian's distributional properties for stable optimization. Our approach achieves state-of-the-art rendering quality with only \textbf{10$\%$} primitives and \textbf{10$\times$} accelerated training speeds compared to vanilla 3DGS.

cs.CV↗

3D Skew Gaussian Splatting with Any Camera Trajectory Visualization Engine

While 3D Gaussian Splatting (3DGS) has revolutionized real-time photorealistic view synthesis, its fundamental reliance on symmetric Gaussian distributions introduces visual artifacts that hinder accurate spatial data exploration. Specifically, symmetric kernels struggle to capture shape and color discontinuities , which cause blurriness and primitive redundancy that mislead human perception during visual analysis. To address these visualization barriers, we introduce 3D Skew Gaussian Splatting (3DSGS), a novel framework that significantly enhances the structural fidelity and compactness of explicit scene representations. Our key insight lies in extending the standard primitive to a general Skew Gaussian counterpart. This generalized primitive inherits the highly efficient rasterization properties of standard Gaussians while gaining intrinsic asymmetric modeling capabilities. We couple this with an enhanced opacity representation to better handle complex transparency, alongside a depth-aware densification strategy that intelligently manages primitive allocation. Furthermore, to make these advancements actionable for real-world visual analytics, we re-derive the CUDA rasterization pipeline to universally support both symmetric and skew Gaussians, integrating it into a decoupled, free-camera interactive visualization engine. Extensive experiments demonstrate that 3DSGS achieves superior rendering quality and structural compactness, particularly in regions with intricate details, while maintaining the real-time frame rates necessary for fluid interactive exploration. Supplementary derivations and visual results are available at \textbf{\textit{https://3d-skew-gs.github.io/}}.

cs.CV↗

Perceive-Sample-Compress: Towards Real-Time 3D Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated remarkable capabilities in real-time and photorealistic novel view synthesis. However, traditional 3DGS representations often struggle with large-scale scene management and efficient storage, particularly when dealing with complex environments or limited computational resources. To address these limitations, we introduce a novel perceive-sample-compress framework for 3D Gaussian Splatting. Specifically, we propose a scene perception compensation algorithm that intelligently refines Gaussian parameters at each level. This algorithm intelligently prioritizes visual importance for higher fidelity rendering in critical areas, while optimizing resource usage and improving overall visible quality. Furthermore, we propose a pyramid sampling representation to manage Gaussian primitives across hierarchical levels. Finally, to facilitate efficient storage of proposed hierarchical pyramid representations, we develop a Generalized Gaussian Mixed model compression algorithm to achieve significant compression ratios without sacrificing visual fidelity. The extensive experiments demonstrate that our method significantly improves memory efficiency and high visual quality while maintaining real-time rendering speed.

cs.GR↗

Laplacian Analysis Meets Dynamics Modelling: Gaussian Splatting for 4D Reconstruction

While 3D Gaussian Splatting (3DGS) excels in static scene modeling, its extension to dynamic scenes introduces significant challenges. Existing dynamic 3DGS methods suffer from either over-smoothing due to low-rank decomposition or feature collision from high-dimensional grid sampling. This is because of the inherent spectral conflicts between preserving motion details and maintaining deformation consistency at different frequency. To address these challenges, we propose a novel dynamic 3DGS framework with hybrid explicit-implicit functions. Our approach contains three key innovations: a spectral-aware Laplacian encoding architecture which merges Hash encoding and Laplacian-based module for flexible frequency motion control, an enhanced Gaussian dynamics attribute that compensates for photometric distortions caused by geometric deformation, and an adaptive Gaussian split strategy guided by KDTree-based primitive control to efficiently query and optimize dynamic areas. Through extensive experiments, our method demonstrates state-of-the-art performance in reconstructing complex dynamic scenes, achieving better reconstruction fidelity.

cs.GR↗

Wavelet-GS: 3D Gaussian Splatting with Wavelet Decomposition

3D Gaussian Splatting (3DGS) has revolutionized 3D scene reconstruction, which effectively balances rendering quality, efficiency, and speed. However, existing 3DGS approaches usually generate plausible outputs and face significant challenges in complex scene reconstruction, manifesting as incomplete holistic structural outlines and unclear local lighting effects. To address these issues simultaneously, we propose a novel decoupled optimization framework, which integrates wavelet decomposition into 3D Gaussian Splatting and 2D sampling. Technically, through 3D wavelet decomposition, our approach divides point clouds into high-frequency and low-frequency components, enabling targeted optimization for each. The low-frequency component captures global structural outlines and manages the distribution of Gaussians through voxelization. In contrast, the high-frequency component restores intricate geometric and textural details while incorporating a relight module to mitigate lighting artifacts and enhance photorealistic rendering. Additionally, a 2D wavelet decomposition is applied to the training images, simulating radiance variations. This provides critical guidance for high-frequency detail reconstruction, ensuring seamless integration of details with the global structure. Extensive experiments on challenging datasets demonstrate our method achieves state-of-the-art performance across various metrics, surpassing existing approaches and advancing the field of 3D scene reconstruction.

cs.GR↗

RegGS: Unposed Sparse Views Gaussian Splatting with 3DGS Registration

3D Gaussian Splatting (3DGS) has demonstrated its potential in reconstructing scenes from unposed images. However, optimization-based 3DGS methods struggle with sparse views due to limited prior knowledge. Meanwhile, feed-forward Gaussian approaches are constrained by input formats, making it challenging to incorporate more input views. To address these challenges, we propose RegGS, a 3D Gaussian registration-based framework for reconstructing unposed sparse views. RegGS aligns local 3D Gaussians generated by a feed-forward network into a globally consistent 3D Gaussian representation. Technically, we implement an entropy-regularized Sinkhorn algorithm to efficiently solve the optimal transport Mixture 2-Wasserstein $(\text{MW}_2)$ distance, which serves as an alignment metric for Gaussian mixture models (GMMs) in $\mathrm{Sim}(3)$ space. Furthermore, we design a joint 3DGS registration module that integrates the $\text{MW}_2$ distance, photometric consistency, and depth geometry. This enables a coarse-to-fine registration process while accurately estimating camera poses and aligning the scene. Experiments on the RE10K and ACID datasets demonstrate that RegGS effectively registers local Gaussians with high fidelity, achieving precise pose estimation and high-quality novel-view synthesis. Project page: https://3dagentworld.github.io/reggs/.

cs.CV↗

EG-Gaussian: Epipolar Geometry and Graph Network Enhanced 3D Gaussian Splatting

In this paper, we explore an open research problem concerning the reconstruction of 3D scenes from images. Recent methods have adopt 3D Gaussian Splatting (3DGS) to produce 3D scenes due to its efficient training process. However, these methodologies may generate incomplete 3D scenes or blurred multiviews. This is because of (1) inaccurate 3DGS point initialization and (2) the tendency of 3DGS to flatten 3D Gaussians with the sparse-view input. To address these issues, we propose a novel framework EG-Gaussian, which utilizes epipolar geometry and graph networks for 3D scene reconstruction. Initially, we integrate epipolar geometry into the 3DGS initialization phase to enhance initial 3DGS point construction. Then, we specifically design a graph learning module to refine 3DGS spatial features, in which we incorporate both spatial coordinates and angular relationships among neighboring points. Experiments on indoor and outdoor benchmark datasets demonstrate that our approach significantly improves reconstruction accuracy compared to 3DGS-based methods.

cs.CV↗