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A ray tracer just outran gaussian splatting by 2.8×

A woodland scene rendered with shallow depth of field, overlaid with a camera ray passing through pale blue Voronoi cells, with a circular fisheye rendering of the same scene inset at lower right

Figure: Taveira et al., Chalmers University of Technology / Zenseact (CC BY 4.0) · Research

Wen Jiang

Wen Jiang

1 hour ago-Research

Bernardo Taveira and colleagues at Chalmers University of Technology and Zenseact have built VoroTracing, a differentiable renderer that traces camera rays cell by cell through a Voronoi tessellation and reaches 623 frames per second on Mip-NeRF 360 — 2.8× the throughput of 3D Gaussian Splatting and 3.2× that of the fastest previous ray-based method.

Why it matters: Rasterisation is fast because it assumes a pinhole camera. Anything that breaks that assumption — barrel distortion, a rolling shutter, motion blur, a shallow depth of field — has to be bolted on as a special case, and each one is its own engineering project.

Ray-based rendering gets all of them for free, because they are just different ways of generating and sampling rays. The catch has always been that it was too slow to compete. This paper is an argument that the slowness was an implementation detail.

Six frames of a robot arm and a two-drawer cabinet in two rows, the upper row marked with a red cross for a policy without memory and the lower row with a red tick for one with memory

The robot forgot which drawer it used

3 hours ago

A diagram showing a polar bear model being inserted into a captured park bench scene, with 2D detection returning a red cross and 3D detection highlighting the stolen primitives in red against the thief's scene in blue

Steal part of a splat and the watermark comes with it

6 hours ago

Two reconstructed interiors shown as a photographic render beside three surface-normal visualisations, the first a noisy scribble of colour and the last resolving into clean flat walls and furniture

Humanoid robots keep falling over inside gaussian splats

2 days ago

A reconstruction of the Yunjusi pagoda split down the middle, textured on one half and bare mesh on the other, beside two more pagodas and close-ups of carved eaves rendered as surface normals

The levels of a city-scale splat weren't talking to each other

2 days ago

Wen Jiang

Wen Jiang

3 days ago-Research

Two blurry photos are now enough for a 3D scene

Two smeared input photographs of a black car, beside the method's reconstructed view and the ground truth, with the grille crop enlarged underneath each

Haeyun Choi, Minhyuk Jang and I-Gil Kim, at the University of Virginia and KT's R&D Center in Seoul, set themselves a deliberately punishing capture setting — two blurred frames, known intrinsics, nothing else — and get usable novel-view synthesis out of it.

Why it matters: Every splat pipeline is a negotiation with how carefully someone filmed. The published results assume a steady orbit and enough overlap; real capture is two frames grabbed while walking past.

Go deeper (2 min. read) ⟶
Wen Jiang

Wen Jiang

3 days ago-Research

Pull an object out of a splat you didn't capture

A query photo of a red handbag among clutter, beside a baseline extraction where the bag comes out surrounded by smeared background, beside Seed2GS's clean isolated bag on black

Zongjian Ding and colleagues at the Chinese Academy of Sciences, HKUST, Zhejiang University and the Beijing Institute of Technology report the highest published LERF-MASK accuracy for object extraction from a pre-built splat scene — with the scene frozen and no access to the cameras that built it.

Why it matters: Most 3D editing workflows receive a finished splat, not a capture session. The source images and reconstruction cameras are somebody else's, from months ago, and were never shipped with the asset.

Go deeper (2 min. read) ⟶
Priya Raghunathan

Priya Raghunathan

3 days ago-Research

They set fire to a gaussian splat of a real forest

Two aerial views of the same reconstructed conifer forest: at ten simulated minutes a small orange and black burn scar, and at fifty minutes a black scar covering most of the frame

Nienke Driessen and colleagues at TU Delft, Kiel, Adam Mickiewicz University and KAUST have built a wildfire simulator that burns gaussians — running ignition, heat transfer and flame propagation natively on a semantics-enriched splat reconstruction of a real boreal forest.

Why it matters: Physics-based wildfire models are good, and they mostly run on invented forests — synthetic environments where every tree's structure and fuel load is known because someone specified it. Real landscapes arrive as aerial imagery, incomplete and uncertain, which is exactly the case those models can't take.

Go deeper (2 min. read) ⟶
Amara Osei

Amara Osei

4 days ago-Hardware

One exposure in, a whole 3D scene out

Three columns: the raw compressive measurement as an unreadable scatter of speckle, the method's reconstruction of a plate of hot dogs and a vending machine, and the ground truth beside it

Yanming Yang, Chenxi Song and colleagues at Westlake University's AGI Lab have built GS²CI, which reconstructs a 3D gaussian splatting scene from a single snapshot compressive imaging measurement by leaning on the priors inside large vision foundation models.

Why it matters: Snapshot compressive imaging is a camera trick with a real payoff: modulate the incoming light with a set of masks during one exposure, and many temporal frames land encoded in a single 2D readout. It is how you get high-speed capture without a high-speed sensor, and without the data rate that comes with one.

Go deeper (2 min. read) ⟶
Priya Raghunathan

Priya Raghunathan

4 days ago-Research

Radiance fields stop being pictures and start being places

The same orchard branch twice: on the left the radiance field rendered photorealistically, on the right the semantic field, with apples picked out in red and foliage in green

Nico Heider, Michał Jan Włodarczyk and colleagues argue that Semantic Radiance Fields — captures that carry per-class meaning alongside colour and geometry — can serve as simulators for training embodied agents, closing the gap between synthetic worlds and real ones.

Why it matters: Simulators for robots come in two flavours, and both are compromised. Synthetic environments know exactly what every object is, because someone authored them, but they don't look like the world. Reconstructions of real places look right and know nothing — a splat of your kitchen has no idea which blob is a kettle.

Go deeper (2 min. read) ⟶
Yusuf Demirci

Yusuf Demirci

4 days ago-Research

Volumetric video turns privacy into a 3D problem

Three living-room scenes in a grid: the original capture, the ground-truth mask with one person filled in red, and the system's predicted mask filling the same person in blue

Hossein Khalili and colleagues at UCLA and Nokia Bell Labs have built InViStream, a system that removes private content from RGB-D streams on the camera side, before anything is fused into a shared 3D scene.

Why it matters: Ordinary video can be redacted frame by frame. A volumetric pipeline can't be, because the thing you are trying to hide is reconstructed from several cameras at once — miss it in one view and it reappears in the fused scene.

Go deeper (2 min. read) ⟶
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The latest

  • A woodland scene rendered with shallow depth of field, overlaid with a camera ray passing through pale blue Voronoi cells, with a circular fisheye rendering of the same scene inset at lower right

    A ray tracer just outran gaussian splatting by 2.8×

  • Six frames of a robot arm and a two-drawer cabinet in two rows, the upper row marked with a red cross for a policy without memory and the lower row with a red tick for one with memory

    The robot forgot which drawer it used

  • A diagram showing a polar bear model being inserted into a captured park bench scene, with 2D detection returning a red cross and 3D detection highlighting the stolen primitives in red against the thief's scene in blue

    Steal part of a splat and the watermark comes with it

  • Two reconstructed interiors shown as a photographic render beside three surface-normal visualisations, the first a noisy scribble of colour and the last resolving into clean flat walls and furniture

    Humanoid robots keep falling over inside gaussian splats

  • A reconstruction of the Yunjusi pagoda split down the middle, textured on one half and bare mesh on the other, beside two more pagodas and close-ups of carved eaves rendered as surface normals

    The levels of a city-scale splat weren't talking to each other

  • Two smeared input photographs of a black car, beside the method's reconstructed view and the ground truth, with the grille crop enlarged underneath each

    Two blurry photos are now enough for a 3D scene

  • A query photo of a red handbag among clutter, beside a baseline extraction where the bag comes out surrounded by smeared background, beside Seed2GS's clean isolated bag on black

    Pull an object out of a splat you didn't capture

  • Two aerial views of the same reconstructed conifer forest: at ten simulated minutes a small orange and black burn scar, and at fifty minutes a black scar covering most of the frame

    They set fire to a gaussian splat of a real forest

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