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Give it scattered keypoints and it matches a full splat reconstruction

A fairground drop-tower ride rendered twice: on the left from a degraded reconstruction, where the tower and foliage dissolve into white streaks and smears, and on the right after refinement, sharp and photographic against a clear sky

Figure: Vuong et al., Carnegie Mellon University · Research

Wen Jiang

Wen Jiang

Today-Research

Every 3D representation produces its own flavour of artefact when you render it from somewhere the cameras never went, and the field has answered with a specialist repair method for each — one for splats, another for radiance fields, custom architectures and retraining apiece. Khiem Vuong, Deva Ramanan and Srinivasa Narasimhan at Carnegie Mellon propose that none of that is necessary, because a pretrained video model already knows what a real scene looks like.

Why it matters: Their observation is that a badly rendered fly-through is still a coherent video. The camera motion survives, the coarse layout survives, and what is broken is texture and local structure — which makes cleanup a video-to-video translation problem rather than a 3D one. So they take a pretrained video generative model, finetune it lightly, and feed it the broken sequence.

One addition does most of the work: a binary mask marking which pixels are already clean. Without it the model rewrites frames it should have left alone, and quality drops by 1.3 dB. With it, the output stays anchored to the training views the trajectory passes through and only invents where invention is needed.

The result is a single model handling four representations that would each normally get a bespoke pipeline.

Six holographic reconstructions of laboratory equipment photographed against black through a HoloLens: a Bunsen burner and a rack of capped test tubes above, and below them a shredded, torn reconstruction of a mortar and pestle beside two further mortar-and-pestle models whose pestles are visibly deformed

PSNR said Gaussian splatting won. Seventeen people said it didn't.

2 hours ago

Key art for the plugin: a Gaussian-splat capture of a derelict stone barn with a corrugated roof, sitting on a white tile and surrounded by scattered blue and purple splat points, with the wireframe box of its tile bounds drawn around it

To put splats on the globe, he replaced the renderer

6 hours ago

The base of a Gaussian-splat capture of a pasta box shown twice. Above, the shadow beside it breaks into a hard blocky wedge, circled in red by the developer. Below, after the fix, the same shadow falls away as a smooth gradient

Babylon.js gave splats a hard ceiling

9 hours ago

The same view of a white bicycle leaning against a black bench on grass, rendered twice side by side — once from the uncompressed reconstruction and once from the compressed one — with no visible difference between them

738 MB to 3.2 MB, without touching the training loop

9 hours ago

Priya Raghunathan

Priya Raghunathan

10 hours ago-Research

A driving world model that only predicts the parts that move

Three pairs of suburban street scenes from a car's forward camera, each pair showing the ground-truth future frame beside 4DGS-WAM's prediction of it at a different horizon

World action models — the systems that predict what a scene will look like a few frames after an agent acts — almost all work in 2D video, which means redrawing every pixel of every frame, including the buildings that have not moved since the drive began. Yueen Ma and colleagues at the Chinese University of Hong Kong, Fudan, and the Shanghai Academy of AI for Science argue that this is a strange way to spend a prediction budget, and propose keeping the background.

Why it matters: A video world model treats the future as an image-generation problem. It has no explicit notion that the parked car on the left is an object, that the object has a pose, or that the terrace behind it was fully observed ninety frames ago and has not changed since. Every frame is regenerated from scratch, and the model spends most of its capacity reproducing content it already had.

Go deeper (4 min. read) ⟶
Wen Jiang

Wen Jiang

2 days ago-Research

The water got murkier and the scores went up

A figure summarising the study: five systems and four water regimes across the top, a row of murky underwater renderings of a submerged structure, and beneath them two Gaussian point clouds of a sunken car — one coherent and car-shaped labelled 3DGS, one scattered and diffuse labelled SeaSplat, each captioned with its PSNR and chamfer error

Two underwater Gaussian splatting papers appeared on Monday, each declaring state of the art on an evaluation set it had assembled itself, neither citing the other. Olaya Álvarez-Tuñón and Stella Graßhof have now done the thing that was missing: taken five underwater splatting systems with public code, run them under a single protocol with shared poses, initialisation, compute budget and evaluator, and pushed them across four water regimes. The conclusion is that the architecture matters less than the setup, and that the numbers the field reports do not show it.

Why it matters: Underwater splatting has a benchmark culture problem that is easy to state and hard to see: the standard photometric metrics reward a model for fitting the water rather than the scene behind it. Haze is smooth, low-frequency and highly predictable, so a system that commits opacity to the veil scores well on held-out views while placing its geometry in the wrong place.

Go deeper (5 min. read) ⟶
Tessa Marchetti

Tessa Marchetti

3 days ago-Industry

Arrival.Space gave away the browser version of what it sells

The Tanks and Temples Truck scene — a pale blue vintage flatbed pickup parked on a pavement — rendered sharply inside the Splat.js browser interface, with a readout showing 579,748 splats and a Train button in the toolbar

Arrival.Space sells hosted reconstruction: you upload video, their servers turn it into a splat, you get it back. A week ago the company published Splat.js under an MIT licence — a library that does the whole job in a browser tab, on the viewer's own GPU, without the photographs ever leaving the device. As of this afternoon it scores better on the standard benchmark than the 2024 papers it was presumably meant to be a toy beside.

Why it matters: The division of labour in splatting has been stable for two years: capture on a phone, solve and train on a server or a workstation with CUDA, view in a browser. The browser was the last mile, and everything upstream of it was somebody's compute bill.

Go deeper (4 min. read) ⟶
Wen Jiang

Wen Jiang

2 days ago-Research

Your phone records three viewpoints per shot. The pipeline throws two away.

Three columns comparing a reconstruction of a hand moving across a carpet — ground truth, a monocular reconstruction in which the hand dissolves into a vertical smear, and an iPhone multi-camera reconstruction in which the closed fist is legible — each shown as a wide view above a zoomed crop

The three rear cameras on an iPhone see the same scene from viewpoints about five degrees apart, simultaneously, every time the shutter fires. An Apple Vision Pro's stereo pair sits roughly fifteen degrees apart. A Lytro Illum records a thirteen-by-thirteen grid of them at once. Shamus Li and colleagues point out that essentially every reconstruction pipeline takes one of those streams and discards the rest, then spends considerable effort inventing the parallax it just threw out.

Why it matters: The received wisdom is that consumer camera baselines are too small to matter — five degrees of separation between phone lenses is nothing next to walking around an object. So the field standardised on a moving monocular camera, and when the camera cannot move enough, on learned priors that hallucinate the missing views.

Go deeper (4 min. read) ⟶
Theo Lindqvist

Theo Lindqvist

3 days ago-Tools

The framework under deck.gl just shipped a Gaussian splat renderer

A soft, hazy Gaussian splat render of San Francisco seen from Telegraph Hill, with Coit Tower rising in the centre of the frame and the downtown skyline behind it

vis.gl has published a Gaussian splat module for luma.gl, the WebGPU and WebGL framework that deck.gl is built on. The package went up as a beta on Friday and a third build followed on Monday; it is MIT-licensed, it is about four hundred kilobytes of TypeScript, and the part that matters is that it reads a file format someone else designed.

Why it matters: Spark, World Labs' three.js splat renderer, introduced the .RAD format with its 2.0 release: a precomputed level-of-detail tree stored so that a viewer can pull arbitrary chunks over HTTP range requests instead of downloading a scene whole. It is a good design, and until now it had one implementation — the one that shipped with it.

Go deeper (4 min. read) ⟶
Wen Jiang

Wen Jiang

3 days ago-Research

Where the light fails, optical flow still beats the foundation models

Two rows of underwater reef photographs, each showing a raw teal-cast frame, a SeaSplat restoration and NemoSplat's restoration, in which the water's colour cast lifts and pink and orange coral becomes visible

On Monday, a group led from Shanghai AI Laboratory posted AquaFlow, a streaming Gaussian splatting SLAM system for underwater video. The same day, a group at HKUST posted NemoSplat, a feed-forward 4D splatting model for the same setting. The two papers share a diagnosis, disagree completely about the cure, and independently arrive at the same uncomfortable result buried in their comparison tables.

Why it matters: Almost everything interesting in reconstruction over the past two years has been downstream of 3D vision foundation models — VGGT and its descendants, which estimate camera poses and dense geometry from uncalibrated images and made pose-free capture practical. They were trained on terrestrial imagery.

Go deeper (5 min. read) ⟶
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The latest

  • A fairground drop-tower ride rendered twice: on the left from a degraded reconstruction, where the tower and foliage dissolve into white streaks and smears, and on the right after refinement, sharp and photographic against a clear sky

    Give it scattered keypoints and it matches a full splat reconstruction

  • Six holographic reconstructions of laboratory equipment photographed against black through a HoloLens: a Bunsen burner and a rack of capped test tubes above, and below them a shredded, torn reconstruction of a mortar and pestle beside two further mortar-and-pestle models whose pestles are visibly deformed

    PSNR said Gaussian splatting won. Seventeen people said it didn't.

  • Key art for the plugin: a Gaussian-splat capture of a derelict stone barn with a corrugated roof, sitting on a white tile and surrounded by scattered blue and purple splat points, with the wireframe box of its tile bounds drawn around it

    To put splats on the globe, he replaced the renderer

  • The base of a Gaussian-splat capture of a pasta box shown twice. Above, the shadow beside it breaks into a hard blocky wedge, circled in red by the developer. Below, after the fix, the same shadow falls away as a smooth gradient

    Babylon.js gave splats a hard ceiling

  • The same view of a white bicycle leaning against a black bench on grass, rendered twice side by side — once from the uncompressed reconstruction and once from the compressed one — with no visible difference between them

    738 MB to 3.2 MB, without touching the training loop

  • Three pairs of suburban street scenes from a car's forward camera, each pair showing the ground-truth future frame beside 4DGS-WAM's prediction of it at a different horizon

    A driving world model that only predicts the parts that move

  • A figure summarising the study: five systems and four water regimes across the top, a row of murky underwater renderings of a submerged structure, and beneath them two Gaussian point clouds of a sunken car — one coherent and car-shaped labelled 3DGS, one scattered and diffuse labelled SeaSplat, each captioned with its PSNR and chamfer error

    The water got murkier and the scores went up

  • The Tanks and Temples Truck scene — a pale blue vintage flatbed pickup parked on a pavement — rendered sharply inside the Splat.js browser interface, with a readout showing 579,748 splats and a Train button in the toolbar

    Arrival.Space gave away the browser version of what it sells

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