Generative Sparse-View Gaussian Splatting
TL;DR Summary
The paper presents Generative Sparse-view Gaussian Splatting (GS-GS) to enhance 3D/4D scene reconstruction under limited observations, leveraging pre-trained image diffusion models to improve view consistency and rendering quality, outperforming existing state-of-the-art methods.
Abstract
National University of Singapore {hanyang.k, xyang}@u.nus.edu, xinchao@nus.edu.sg Abstract Novel view synthesis from limited observations remains a significant challenge due to the lack of information in under-sampled regions, often resulting in noticeable artifacts. We introduce Generative Sparse-view Gaussian Splatting (GS-GS), a general pipeline designed to enhance the rendering quality of 3D/4D Gaussian Splatting (GS) when training views are sparse. Our method generates unseen views using generative models, specifically leveraging pre-trained image diffusion models to iteratively refine view consistency and hallucinate additional images at pseudo views. This approach improves 3D/4D scene reconstruction by explicitly enforcing semantic correspondences during the generation of unseen views, thereby enhancing geometric consistency—unlike purely generative methods that often fail to maintain view consistency. Extensive evaluations on various 3D/4D datasets—including Blender, LLFF, Mip-NeRF360, and Neural 3D Video—demonstrate that our GS-GS outperforms existing state-of-the-art methods in rendering quality without sacrificing efficiency.
Mind Map
In-depth Reading
English Analysis
1. Bibliographic Information
1.1. Title
Generative Sparse-View Gaussian Splatting
The title clearly states the paper's core focus: improving Gaussian Splatting, a 3D scene representation technique, specifically for sparse-view scenarios (i.e., when only a few input images are available). It also points to the solution: a generative approach.
1.2. Authors
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Hanyang Kong
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Xingyi Yang
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Xinchao Wang
All authors are affiliated with the National University of Singapore (NUS). The corresponding author, Xinchao Wang, is a prominent researcher in computer vision, with a focus on deep learning, generative models, and 3D vision. Their collective expertise provides a strong foundation for this work.
1.3. Journal/Conference
The paper is slated for publication at CVPR 2025. The Conference on Computer Vision and Pattern Recognition (CVPR) is widely regarded as the premier international conference in the field of computer vision. Acceptance at CVPR signifies a high level of innovation, technical soundness, and significant contribution to the field.
1.4. Publication Year
2025 (The provided publication date is June 10, 2025).
1.5. Abstract
The paper addresses the significant challenge of novel view synthesis from a limited number of input images. Standard Gaussian Splatting (GS) methods often produce artifacts in such sparse-view settings due to insufficient information. The authors introduce Generative Sparse-view Gaussian Splatting (GS-GS), a general pipeline that enhances both 3D and 4D (dynamic scenes) GS reconstructions. The core idea is to use pre-trained image diffusion models to generate, or "hallucinate," additional images from new viewpoints. Crucially, the method enforces semantic and geometric consistency during this generation process to ensure the new views align with the actual scene structure. This iterative refinement process, where the GS model and the generative model improve each other, leads to state-of-the-art rendering quality on multiple benchmark datasets without compromising efficiency.
1.6. Original Source Link
- URL:
https://openaccess.thecvf.com/content/CVPR2025/papers/Kong_Generative_Sparse-View_Gaussian_Splatting_CVPR_2025_paper.pdf - Status: This appears to be the Open Access version of a paper accepted at CVPR 2025, provided by the Computer Vision Foundation.
2. Executive Summary
2.1. Background & Motivation
- Core Problem: The primary problem is the degradation of quality in 3D and 4D scene reconstruction when using techniques like 3D Gaussian Splatting (3DGS) with very few input images (a "sparse-view" scenario).
- Importance & Challenges: High-quality 3D reconstruction from minimal data is a long-standing goal in computer vision and graphics, with applications in virtual reality, robotics, and digital heritage. The challenge is that with sparse views, the problem is fundamentally ill-posed and under-constrained. There isn't enough information to uniquely determine the scene's geometry and appearance. This leads to visual artifacts such as floating blobs, incorrect shapes, and inconsistent colors, especially in texture-less regions. Previous solutions often rely on adding regularization terms, which can be insufficient, or require pre-training on massive multi-view datasets, which may not generalize well to novel scenes.
- Innovative Idea: The paper's key insight is to treat the lack of views as a missing data problem and to use a powerful, pre-trained generative model (specifically, a diffusion model) to fill in the gaps. Instead of just regularizing the 3D model, GS-GS actively generates new, plausible training images from novel viewpoints. The crucial innovation is not just generating images, but ensuring these "hallucinated" views are geometrically consistent with the original sparse observations. This is achieved through a novel iterative optimization process where the 3D model and the generative model mutually enhance each other.
2.2. Main Contributions / Findings
The paper makes the following primary contributions:
- A Novel GS-GS Pipeline: It introduces a general pipeline, GS-GS, that integrates pre-trained diffusion models to generate supplementary views, significantly improving the quality of 3D/4D Gaussian Splatting reconstructions from sparse inputs.
- Geometry-Aware View Generation: It proposes a method to enforce geometric consistency in the generated views by leveraging semantic correspondences from the diffusion model's internal features. This directly addresses the common failure mode of generative methods, which often produce plausible but geometrically inconsistent imagery.
- State-of-the-Art Performance: Through extensive experiments, the paper demonstrates that GS-GS achieves superior performance compared to existing state-of-the-art methods on several challenging 3D and 4D datasets, all while maintaining the high efficiency characteristic of Gaussian Splatting.
3. Prerequisite Knowledge & Related Work
3.1. Foundational Concepts
3.1.1. 3D Gaussian Splatting (3DGS)
3D Gaussian Splatting is a modern technique for representing and rendering 3D scenes. Instead of using continuous representations like Neural Radiance Fields (NeRF), 3DGS uses an explicit set of 3D primitives.
- Representation: A scene is modeled as a collection of millions of 3D Gaussians. Each Gaussian is a "soft" ellipsoid in 3D space defined by several parameters:
- Position (): A 3D coordinate representing the center of the Gaussian.
- Covariance (): A 3x3 matrix that defines the shape and orientation of the ellipsoid. For efficiency, this is typically stored as a scaling factor () and a rotation quaternion ().
- Color (): The RGB color of the Gaussian.
- Opacity (): A value from 0 to 1 determining how transparent the Gaussian is.
- Rendering: To generate an image from a specific camera viewpoint, the 3D Gaussians are projected onto the 2D image plane, becoming 2D Gaussians. These 2D "splats" are then blended together in a front-to-back order to compute the final color for each pixel. This entire process, known as differentiable rasterization, is fully differentiable, allowing the parameters of all Gaussians to be optimized using gradient descent to match a set of training images. 3DGS is known for its extremely fast rendering speeds and high-fidelity results when trained on dense input views.
3.1.2. Diffusion Models
Diffusion Models are a class of powerful generative models that have achieved state-of-the-art results in generating high-quality images, videos, and other data. They work in two stages:
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Forward (Noising) Process: Starting with a clean image, Gaussian noise is gradually added over a series of timesteps until the image becomes pure, unrecognizable noise. This process is mathematically fixed and does not involve learning.
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Reverse (Denoising) Process: The model, typically a U-Net neural network, learns to reverse this process. At each timestep, it takes a noisy image as input and predicts the noise that was added. By subtracting this predicted noise, it can gradually denoise the image, starting from pure noise and ending with a clean, realistic image.
Latent Diffusion Models (LDMs), such as Stable Diffusion, perform this process in a compressed latent space instead of the high-resolution pixel space. An autoencoder first compresses the image into a smaller latent representation. The diffusion process happens in this latent space, which is computationally much more efficient. A decoder then converts the final denoised latent back into a full-resolution image. LDMs can be conditioned on inputs like text prompts to guide the image generation process.
3.1.3. LoRA (Low-Rank Adaptation)
Low-Rank Adaptation (LoRA) is an efficient fine-tuning technique for large pre-trained models like language models or diffusion models. Instead of re-training all the model's billions of parameters (which is computationally expensive and memory-intensive), LoRA freezes the original weights and injects small, trainable "rank decomposition matrices" into specific layers (e.g., the attention layers of a Transformer). Only these small matrices are updated during fine-tuning. This dramatically reduces the number of trainable parameters, making it possible to adapt a massive model to a new task or style with much less computational cost. In this paper, LoRA is used to adapt the general-purpose Stable Diffusion model to generate images specific to a particular 3D scene.
3.2. Previous Works
- Sparse-view Novel View Synthesis: Early work on this problem for NeRF involved adding regularization to guide the model. For example,
RegNeRFintroduced smoothness priors, whileDietNeRFused semantic consistency from a pre-trained CLIP model. Other methods likeDNGaussianandFSGSapply regularization techniques, such as depth priors, directly to Gaussian Splatting. The main limitation of these methods is that regularization can only constrain the solution space; it cannot add missing information. - Feed-forward Models: Another line of work involves training large models like
MVSplaton huge multi-view datasets. These models can then reconstruct a scene from a few images in a feed-forward pass. However, their performance can suffer if the input images are significantly different from their training data. - Lifting 2D Diffusion Models for 3D/4D Generation: Researchers have explored using 2D diffusion models to generate 3D content.
DreamFusionfamously used a technique called Score Distillation Sampling (SDS) to optimize a NeRF representation from a text prompt, without any 3D data. While powerful for content creation, these methods are not designed for accurate reconstruction of an existing scene from images. They generate plausible 3D objects but lack the precision required for high-fidelity reconstruction.
3.3. Technological Evolution
The field of novel view synthesis has evolved rapidly:
- Classical Methods: Early techniques relied on traditional computer vision methods like Structure-from-Motion (SfM) and Multi-View Stereo (MVS) to create explicit 3D geometry (point clouds, meshes), which were then textured and rendered.
- Neural Radiance Fields (NeRF): NeRF revolutionized the field by representing scenes as a continuous, implicit function (a neural network) that maps 3D coordinates and viewing directions to color and density. This led to photorealistic results but was slow to train and render.
- 3D Gaussian Splatting (3DGS): 3DGS emerged as a successor, combining the quality of neural rendering with the speed of classic rasterization. It uses an explicit representation (Gaussians) that is faster to optimize and allows for real-time rendering.
- Addressing Sparse Views: A major limitation of both NeRF and 3DGS is their reliance on dense input views. The current frontier, which this paper addresses, is making these methods work robustly with minimal data. The trend is moving from simple regularization towards leveraging powerful generative priors from large-scale pre-trained models.
3.4. Differentiation Analysis
Compared to previous work, GS-GS has several key differentiators:
- Generative Augmentation vs. Regularization: While methods like
DNGaussianuse priors (like estimated depth) to regularize the GS optimization, GS-GS uses its generative model to create entirely new training images. This provides a much stronger and more complete signal to fill in the missing information in under-sampled regions. - Reconstruction vs. Generation: Unlike text-to-3D methods like
DreamFusion, the goal of GS-GS is faithful reconstruction of a specific scene, not just plausible content generation from a prompt. It is anchored by the provided sparse input images. - Closed-Loop System: The most significant innovation is the alternating optimization scheme. It's a closed-loop system where the 3D representation (GS model) helps to personalize the generative model (diffusion model with LoRA), and the personalized generative model, in turn, provides better data to refine the 3D representation. The explicit enforcement of geometric consistency during this process ensures the loop converges to a high-fidelity and consistent scene model.
4. Methodology
4.1. Principles
The core principle of GS-GS is a bi-level, alternating optimization strategy. The method aims to optimize two models simultaneously: the 3D/4D Gaussian Splatting representation and a scene-specific generative diffusion model. These two models work in a symbiotic relationship:
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The GS model, even if coarse, provides rendered images and depth maps that serve as conditioning and training data to fine-tune the diffusion model, making it aware of the specific scene's content and geometry.
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The fine-tuned diffusion model then generates high-quality, geometrically consistent images from new "pseudo" viewpoints.
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These hallucinated images are added to the original sparse set of training images, providing much-needed data to better constrain and optimize the GS model, leading to a more accurate and complete 3D/4D reconstruction.
This process is repeated, with each model's improvement enabling the other to improve further in the next iteration.
4.2. Core Methodology In-depth (Layer by Layer)
The overall methodology can be broken down into an iterative process involving view generation and scene reconstruction, guided by geometric constraints.
4.2.1. Overall Optimization Framework
The problem is formulated as a bi-level optimization. The primary goal is to optimize the parameters of the Gaussian Splatting representation. This optimization depends on both the original ground-truth images () and the hallucinated images (), which are themselves generated by an optimized diffusion model ().
The optimization problem is expressed as: [Scene Reconstruction]
This is subject to the condition that the diffusion model parameters are optimized on the training data, and the pseudo-view images are sampled from this optimized model: [Model Adaptation & View Generation]
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: Parameters of the 3D/4D Gaussian Splatting model.
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: The differentiable rendering function of the GS model.
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: The reconstruction loss for the GS model (e.g., L1 and D-SSIM).
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: Camera poses for the original and pseudo-novel views, respectively.
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: The original ground-truth images and the generated images.
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: The trainable parameters of the diffusion model (specifically, the LoRA module).
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: The loss function for the Latent Diffusion Model.
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: The optimized diffusion model.
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: Conditional inputs for the diffusion model (e.g., text prompts).
To solve this, the authors propose an alternating optimization algorithm, detailed below.
4.2.2. The Iterative Algorithm
The process, summarized in Algorithm 1, works as follows:
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Initialization: A coarse GS model is first trained for a few iterations using only the available sparse-view images . This provides an initial, albeit rough, 3D scene representation.
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Iterative Loop: The main optimization loop begins. a. Render for Diffusion Training: The current GS model renders images at both the original training views and the pseudo-novel views . b. Fine-tune Diffusion Model: These rendered images are used to fine-tune the LoRA module of the pre-trained diffusion model. This step adapts the general model to the specific content and style of the scene. This fine-tuning includes a special geometry-aware loss, described in the next section. c. Hallucinate New Views: The newly fine-tuned diffusion model is used to generate images at the pseudo-novel views . These generations are conditioned on depth maps rendered by the current GS model, providing strong geometric guidance. d. Optimize GS Model: The GS model is then trained for several iterations using a combined dataset: the original ground-truth images and the newly hallucinated images . This step also includes an additional depth regularization loss.
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Repeat: The loop (steps a-d) is repeated, allowing the GS model and diffusion model to progressively improve each other.
The following figure from the paper illustrates the overall pipeline, focusing on the geometry-aware fine-tuning step.
该图像是示意图,展示了3D/4D高斯喷溅模型的更新过程和伪视图生成。图中展示了如何通过LORA和扩散模型迭代更新伪视图,以及在几何意识调优中使用的深度估计模型和训练参数配置。
4.2.3. Geometry-aware Diffusion Fine-Tuning
A key challenge is ensuring that the hallucinated images are not just plausible but also geometrically consistent with each other and with the original views. The authors achieve this by introducing a novel loss term during the LoRA fine-tuning stage.
The process is as follows (illustrated in the figure above):
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Take an image rendered by the GS model at a pseudo-view .
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Using the known camera poses, warp this image to the viewpoint of a known training camera . This creates a warped image . The ground-truth image for this view is .
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Both images, and the warped , should represent the same scene from the same viewpoint. Therefore, their underlying semantic and geometric content should be identical.
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The paper leverages the finding that intermediate features of diffusion models contain strong semantic information. It extracts diffusion features and
f'_{train}for images and , respectively. -
An L1 loss is imposed to force these features to be similar, thereby enforcing geometric and semantic consistency.
The total loss for fine-tuning the LoRA module () is:
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: The standard training loss for the Latent Diffusion Model (from Eq. 4), applied to both the real and warped-rendered images.
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: A weighting factor for the geometry-aware regularization term (set to 0.1).
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: The L1 distance between the intermediate diffusion features of the ground-truth image and the warped rendered image.
The following figure demonstrates the effect of this fine-tuning. Initially, generated views are inconsistent, but they become more consistent and detailed as training progresses.
该图像是示意图,展示了从不同视角(视图1和视图2)获取的对象的深度估计和生成过程,包括真实深度图(GT)、估计深度(Estimated Depth)以及早期和晚期迭代的结果。该方法旨在提高3D/4D场景重建的几何一致性和渲染质量。
4.2.4. Depth Regularization for Gaussian Optimization
Even with the geometry-aware hallucination, the generated images might not be perfectly aligned with the true scene geometry. To further improve the geometric accuracy of the GS model, an additional depth regularization term is added during its optimization phase.
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For any given view (either real or pseudo), the GS model renders a depth map . This is done similarly to color rendering, but by accumulating the depth (-buffer value) of each Gaussian instead of its color. The formula is: where is the depth of the -th Gaussian.
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A pre-trained monocular depth estimation model, Dense Prediction Transformer (DPT), is used to estimate a depth map from the rendered RGB image for that same view.
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To handle potential scale and shift ambiguities between the two depth maps, they are both normalized to have zero mean and unit variance: where and are the mean and standard deviation of the respective depth maps.
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Instead of a simple L1 or L2 loss, the authors use the Multi-Scale Structural Similarity (MS-SSIM) index as a loss. This metric is better at capturing structural details and is less sensitive to small, uniform errors. The regularization loss is: The negative sign is used because MS-SSIM is maximized for similar images, but optimization minimizes a loss.
4.2.5. Final Optimization Loss for GS
The total loss function used to optimize the 3D/4D Gaussian Splatting model parameters combines standard photometric losses with the new depth regularization term. It is applied to both the ground-truth views () and the pseudo-views ().
- : The L1 reconstruction loss between rendered and target images.
- : The D-SSIM loss, a common photometric loss in 3DGS, which is .
- : A weighting factor for the D-SSIM loss.
- : A weighting factor for the depth regularization loss .
5. Experimental Setup
5.1. Datasets
The authors evaluated their method on four diverse and challenging datasets to demonstrate its generalizability for both 3D static scenes and 4D dynamic scenes.
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NeRF Blender Synthetic dataset (Blender): This dataset contains 8 synthetic scenes of complex objects with controlled lighting and camera paths. For the sparse-view setting, 8 views were used for training.
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LLFF (Local Light Field Fusion) dataset: This dataset consists of 8 real-world, forward-facing scenes captured with a handheld camera. Following standard practice for sparse-view evaluation, 3 views were evenly sampled for training.
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Mip-NeRF360 dataset: This dataset features 9 complex, large-scale, real-world outdoor scenes with 360-degree camera motion. The sparse-view setting used 24 training views.
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Neural 3D Video dataset: This dataset contains 6 multi-view video sequences of indoor dynamic scenes. To create a challenging sparse-view dynamic scene reconstruction task, the authors evenly sampled 3 views for training.
The choice of these datasets is effective as they cover a wide range of scenarios: synthetic objects, real-world forward-facing scenes, unbounded 360° scenes, and dynamic scenes.
5.2. Evaluation Metrics
To quantitatively assess the quality of the synthesized novel views, three standard metrics were used.
5.2.1. PSNR (Peak Signal-to-Noise Ratio)
- Conceptual Definition: PSNR measures the quality of a reconstructed image by comparing it to the original, ground-truth image. It quantifies the ratio between the maximum possible power of a signal (the pixel values) and the power of the corrupting noise that affects the fidelity of its representation. A higher PSNR value indicates a higher-quality reconstruction with less error. It is measured on a logarithmic scale (decibels, dB).
- Mathematical Formula: $ \text{PSNR} = 20 \cdot \log_{10}(\text{MAX}I) - 10 \cdot \log{10}(\text{MSE}) $
- Symbol Explanation:
- : The maximum possible pixel value of the image (e.g., 255 for an 8-bit grayscale image).
- : The Mean Squared Error between the ground-truth image and the rendered image , calculated as .
5.2.2. SSIM (Structural Similarity Index Measure)
- Conceptual Definition: SSIM is designed to measure the perceptual similarity between two images, which aligns better with human visual judgment than PSNR. It evaluates similarity based on three components: luminance, contrast, and structure. The SSIM value ranges from -1 to 1, where 1 indicates identical images.
- Mathematical Formula: $ \text{SSIM}(x, y) = \frac{(2\mu_x\mu_y + c_1)(2\sigma_{xy} + c_2)}{(\mu_x^2 + \mu_y^2 + c_1)(\sigma_x^2 + \sigma_y^2 + c_2)} $
- Symbol Explanation:
x, y: The two image patches being compared.- : The mean of and .
- : The variance of and .
- : The covariance of and .
- : Small constants to stabilize the division.
5.2.3. LPIPS (Learned Perceptual Image Patch Similarity)
- Conceptual Definition: LPIPS is a perceptual similarity metric that more closely matches human judgment. Instead of comparing pixel values directly, it compares the deep features extracted from two images using a pre-trained convolutional neural network (e.g., VGG, AlexNet). It computes the distance between these feature activations. A lower LPIPS score indicates that the two images are more perceptually similar.
- Mathematical Formula: $ d(x, x_0) = \sum_l \frac{1}{H_l W_l} \sum_{h,w} | w_l \odot (f^l_{hw} - f^l_{0,hw}) |^2_2 $
- Symbol Explanation:
- : The two image patches being compared.
- : The layer in the deep network.
- : Feature activations from layer at spatial position
(h,w). - : A channel-wise weighting factor to scale the importance of different channels.
5.3. Baselines
The proposed method was compared against a comprehensive set of state-of-the-art methods, including:
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NeRF-based methods:
Mip-NeRF,DietNeRF,RegNeRF,FreeNeRF,SparseNeRF. These are representative of neural radiance field approaches for sparse-view synthesis. -
Gaussian Splatting-based methods: The original
3DGS,DNGaussian, andFSGS. These are the most direct competitors, as they also build upon Gaussian Splatting. -
For dynamic scenes:
SpacetimeGS, a leading method for 4D Gaussian Splatting, was used as the baseline.These baselines provide a strong and representative set for comparison, covering the dominant paradigms in the field.
6. Results & Analysis
6.1. Core Results Analysis
6.1.1. Few-shot 3D Reconstruction (Static Scenes)
The experiments on static 3D scenes demonstrate the significant superiority of GS-GS.
The following are the results from Table 1 of the original paper:
| Method | Blender | LLFF | Mip-NeRF360 | ||||||
|---|---|---|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| Mip-NeRF [1] | 20.89 | 0.830 | 0.168 | 16.11 | 0.401 | 0.460 | 19.51 | 0.517 | 0.413 |
| 3DGS [15] | 21.56 | 0.847 | 0.130 | 17.43 | 0.522 | 0.321 | 20.89 | 0.588 | 0.401 |
| DietNeRF [14] | 22.50 | 0.823 | 0.124 | 14.94 | 0.370 | 0.496 | 20.21 | 0.482 | 0.452 |
| RegNeRF [27] | 23.86 | - | - | - | - | - | 22.19 | - | - |
| FreeNeRF [44] | 24.26 | 0.852 | 0.105 | 19.08 | 0.587 | 0.336 | 22.78 | 0.546 | 0.398 |
| SparseNeRF [39] | 24.04 | 0.883 | 0.098 | 19.63 | 0.612 | 0.308 | 22.85 | 0.587 | 0.377 |
| DNGaussian [18] | 24.31 | 0.876 | 0.113 | 19.86 | - | 0.328 | - | 0.600 | 0.389 |
| FSGS [51] | 24.64 | 0.886 | 0.088 | 20.31 | 0.652 | 0.288 | 23.70 | 0.693 | 0.293 |
| Ours | 28.57 | 0.923 | 0.055 | 24.82 | 0.737 | 0.105 | 25.87 | 0.745 | 0.182 |
Analysis:
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Blender Dataset: On this synthetic dataset, GS-GS achieves a PSNR of 28.57, which is a massive ~4 dB improvement over the next best method, FSGS (24.64). This indicates a dramatic increase in reconstruction accuracy. The improvements in SSIM and LPIPS are also substantial.
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LLFF Dataset: For this real-world dataset with only 3 views, the improvement is even more pronounced. GS-GS achieves a PSNR of 24.82, a ~4.5 dB improvement over FSGS (20.31). This demonstrates the method's robustness in extremely sparse, real-world conditions.
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Mip-NeRF360 Dataset: On these complex, large-scale scenes, GS-GS again outperforms all baselines by a significant margin across all metrics. This shows the scalability of the approach.
Visually, as shown in the paper's Figure 4, methods like
3DGSandDNGaussianproduce blurry results with significant geometric errors ("floaters"), while GS-GS recovers fine-grained details and sharp geometry, closely matching the ground truth.
The following figure from the paper shows a qualitative comparison.
该图像是示意图,展示了在不同数据集(Blender、LLFF 和 Mip-NeRF360)中使用 Generative Sparse-view Gaussian Splatting 方法生成的图像效果。左侧为真实图(GT),右侧为采用不同渲染方法的比较,最后一列为我们的方法效果,表明在视图一致性和几何一致性方面的提升。
6.1.2. Few-shot Dynamic Scene Reconstruction
For dynamic scenes, GS-GS was built on top of SpacetimeGS. The results show that the proposed generative framework provides a massive boost in quality.
The following are the results from Table 2 of the original paper:
| Method | 3 Views | 6 Views | 9 Views | ||||||
|---|---|---|---|---|---|---|---|---|---|
| PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS | |
| SpacetimeGS [20] | 14.98 | 0.774 | 0.327 | 25.15 | 0.895 | 0.163 | 26.72 | 0.913 | 0.165 |
| Ours | 27.13 | 0.907 | 0.135 | 29.20 | 0.916 | 0.117 | 30.21 | 0.928 | 0.082 |
Analysis:
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The performance gap is enormous, especially in the most challenging 3-view setting. GS-GS achieves a PSNR of 27.13, which is over 12 dB higher than the baseline
SpacetimeGS(14.98). This is a night-and-day difference in quality. -
Remarkably, GS-GS trained with only 3 views (27.13 PSNR) outperforms the baseline
SpacetimeGStrained with 9 views (26.72 PSNR). This highlights the incredible data efficiency of the proposed method. -
Qualitative results in the paper's Figure 5 show that
SpacetimeGSproduces nearly unrecognizable, artifact-ridden results with 3 views, whereas GS-GS produces a coherent and high-fidelity reconstruction.The following figure illustrates this comparison.
该图像是一个示意图,展示了通过不同视图数量(3、6、9视图)生成的图像对比,包括GT、SpacetimeGS和我们的方法。通过这种比较,可以清晰地看到在有限视图下不同方法的效果差异。
6.2. Ablation Studies / Parameter Analysis
The authors performed a thorough ablation study to validate the contribution of each component of their proposed pipeline.
The following are the results from Table 3 of the original paper:
| w/o diffusion hallucination | diffusion w/o geometry-aware fine-tuning | w/o depth reg. | full model | |
|---|---|---|---|---|
| Mip-NeRF360 [2] | 20.89 | 23.23 | 25.28 | 25.87 |
| LLFF [22] | 17.43 | 22.71 | 24.09 | 24.82 |
The following figure provides a visual comparison for the ablation study.

Analysis:
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w/o diffusion hallucination: This is the baseline 3DGS model. On LLFF, it scores only 17.43 PSNR. This establishes the poor performance in the sparse-view setting that the paper aims to solve. -
diffusion w/o geometry-aware fine-tuning: Adding the diffusion model to hallucinate views, but without the geometry-aware loss, improves the PSNR significantly to 22.71. This confirms that even inconsistent generated views provide useful information. However, the visual results are blurry, showing the limitations of this naive approach. -
w/o depth reg.: This model includes the diffusion hallucination with the crucial geometry-aware fine-tuning. The PSNR jumps to 24.09. This demonstrates that enforcing geometric consistency in the generated views is the most critical component of the pipeline, leading to sharper and more accurate reconstructions. -
full model: Finally, adding the depth regularization term provides a final boost to 24.82 PSNR. This shows that the additional geometric supervision from the depth consistency loss helps refine the fine details of the scene geometry.In summary, the ablation study clearly demonstrates that each proposed component—the diffusion hallucination, the geometry-aware fine-tuning, and the depth regularization—contributes positively and substantially to the final performance.
7. Conclusion & Reflections
7.1. Conclusion Summary
The paper successfully introduces Generative Sparse-view Gaussian Splatting (GS-GS), a powerful and general pipeline for high-fidelity 3D and 4D novel view synthesis from sparse inputs. By intelligently leveraging pre-trained diffusion models to hallucinate new, geometrically consistent views, the method effectively overcomes the information deficit inherent in sparse-view scenarios. The core contributions—a novel alternating optimization framework, a geometry-aware fine-tuning strategy for the diffusion model, and a depth regularization term for the GS model—combine to produce results that significantly outperform existing state-of-the-art methods across a wide range of challenging datasets. GS-GS offers a robust solution to a critical problem in 3D vision without sacrificing the efficiency of Gaussian Splatting.
7.2. Limitations & Future Work
While the paper presents a highly effective method, potential limitations and areas for future research can be identified:
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Computational Cost: The methodology requires per-scene fine-tuning of a diffusion model's LoRA module and an iterative optimization process. This is likely to be significantly more computationally expensive and time-consuming than training a standard GS model, which could be a barrier for some applications.
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Dependence on Pre-trained Models: The quality of the results is intrinsically linked to the capabilities of the underlying pre-trained diffusion model (Stable Diffusion) and the monocular depth estimator (DPT). Any biases, artifacts, or failure modes of these foundational models could be inherited and propagated by GS-GS.
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Prompt Engineering: The paper mentions text prompts as conditioning for the diffusion model but does not elaborate on how these are obtained. This might require manual, scene-specific text prompts, which would reduce the method's automation.
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Scalability to Massive Scenes: While tested on Mip-NeRF360, the per-scene fine-tuning approach might face challenges with extremely large-scale or city-scale reconstructions where a single generative model may struggle to capture the diversity of content.
Future work could focus on accelerating the fine-tuning process, perhaps by developing a more generalized generative prior that requires less per-scene adaptation, or exploring end-to-end training of a single, unified architecture.
7.3. Personal Insights & Critique
- Powerful Synergy: The core idea of creating a symbiotic, closed-loop system between a reconstructive model (GS) and a generative model (diffusion) is elegant and powerful. It transforms the generative model from a simple regularizer into an active data synthesizer, which is a more direct way to tackle the problem of missing information.
- Clever Use of Internal Features: The geometry-aware fine-tuning strategy, which leverages intermediate diffusion features to enforce correspondence, is a very clever application of recent research findings about the internal workings of diffusion models. It provides a soft, yet effective, constraint on geometric consistency without requiring hard correspondences like keypoints.
- Generalizability of the Framework: The GS-GS pipeline is presented as a general framework. This approach of "model-based generative data augmentation" is not limited to Gaussian Splatting. It could potentially be adapted to enhance other 3D representations, like NeRFs or explicit meshes, in sparse-data scenarios.
- A Step Towards True Scene Understanding: This work represents a step beyond pure geometric reconstruction or unconditional generation. By forcing a generative model to be consistent with a physical 3D scene, it pushes the model towards a better "understanding" of 3D structure and appearance. This synergy could be a fruitful direction for future research in combining the strengths of 3D vision and generative AI. The significant leap in performance, especially the >12 dB gain in the 4D case, suggests that this is a highly promising research direction.
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