Splat-SAP: Feed-Forward Gaussian Splatting for Human-Centered Scene with Scale-Aware Point Map Reconstruction¶
Conference: AAAI 2026
arXiv: 2511.22704
Code: Project Page
Area: 3D Vision
Keywords: Feed-Forward Gaussian Splatting, Human-Centered Scene, Scale-Aware, Point Map Reconstruction, Free-Viewpoint Rendering
TL;DR¶
Proposes Splat-SAP, a feed-forward method that reconstructs scale-aware point maps from highly sparse binocular camera inputs, enabling high-quality free-viewpoint rendering of human-centered scenes via Gaussian Planes without any 3D supervision.
Background & Motivation¶
Feed-forward free-viewpoint video synthesis is crucial for applications such as telecommunication and sports broadcasting. Existing feed-forward Gaussian splatting methods confront the following limitations:
Challenge 1: Geometric Failure under Highly Sparse Inputs - Methods like MVSplat and MVSGaussian establish geometric priors based on multi-view stereo matching. - These methods require large overlapping areas between input viewpoints. - When the two input cameras are far apart (highly sparse), they fail to provide reasonable geometric priors.
Challenge 2: Scale-Invariance Issue in DUSt3R-based Series - DUSt3R and MASt3R introduce point map representations, capable of predicting reasonable geometry even under highly sparse configurations. - However, they normalize the point maps to a scale-invariant canonical space. - During sequential frame inference, scale normalization across different frames causes severe jitter in reconstruction results. - Depth variations caused by human movement trigger massive jumps in the canonical space.
Challenge 3: Difficulty in Acquiring 3D Supervision Data - Training scale-aware geometric foundation models typically requires massive 3D data. - Collecting 3D geometric data is time-consuming and tedious.
The core contribution of Splat-SAP is learning scale-aware point map transformations in a self-supervised manner, mapping point maps from canonical space to physical space without any 3D geometric supervision.
Method¶
Overall Architecture¶
A two-stage coarse-to-fine pipeline: - Stage 1 (2D Coarse Stage): Starting from point maps initialized by MASt3R, an affine transformation (scaling + translation) is learned to transform them from canonical space to physical space. - Stage 2 (3D Fine Stage): Projects the transformed point maps onto the target viewpoint, performs stereo refinement via a 3D cost volume, and constructs a Gaussian Plane for high-quality rendering.
Key Designs¶
1. Scale-Aware Geometry Reconstruction: Self-Supervised Affine Transformation Learning¶
Point Map Initialization: MASt3R is used to predict the point maps \(X^i\) (in canonical space) of two views from low-resolution (512ร288) binocular inputs.
Scale Factor Learning: - Embeds camera intrinsic focal length \(f\) and binocular distance \(d\) using positional encoding. - Combines global information from self-attention and cross-attention of ViT features. - Predicts a 3-dimensional scale factor \(S\) through an MLP (handling distortions in the raw point maps).
Pixel-wise Translation Learning: - Scaling alone cannot eliminate pixel-wise offsets between the two point maps. - Inspired by MVS view-consistency checks, features from one view are warped to another view to obtain correspondences. - Iteratively computes pixel-wise translation using a GRU:
Finally, the point positions in physical space: \(X_t^i = SX^i + T^i\)
Design Motivation: Scaling (via intrinsic embeddings) + translation (via extrinsic projections) together formulate exactly the affine transformation from canonical space to physical space.
2. Gaussian Plane Rendering: Efficient and Complete Rendering¶
3D Refinement: - Projects the transformed point sets onto the target viewpoint via \(\alpha\)-blending to obtain an initial depth map \(\mathcal{D}^k\). - Samples multiple depth candidates along camera rays near the initial depth. - Warps source view features to the target view to construct a 3D cost volume. - Regresses the refined depth \(\bar{d} = \Sigma_n w_n d_n\) via 3D convolution and depth probability volume.
Gaussian Plane Construction: - Anchors Gaussian primitives on the target viewpoint plane instead of using point maps from two source views as Gaussian positions. - This significantly reduces Gaussian redundancy in overlapping areas. - Color Initialization: Obtains weighted colors from source views via warping. $\(C^k = \Sigma_i w_c^i C^{i \rightarrow k}\)$ - Other attributes (rotation, scaling, opacity) are predicted from aggregated features via convolutional heads. - Color Residual Learning: \(\mathcal{P}_c = \alpha C + (1-\alpha) \Delta C\)
Ultimately rendered at 1024ร576 resolution, splatting outputs a high-resolution 1280ร720 image.
3. Self-Supervised Training Strategy: Without 3D Geometric Supervision¶
Stage 1 Loss: $\(\mathcal{L}_{stage1} = \mathcal{L}_{render} + \gamma \mathcal{L}_{CD}\)$
Where \(\mathcal{L}_{CD}\) is the Chamfer Distance regularization between two 6D point sets (XYZ + RGB), encouraging both point maps to converge to a consistent geometry. During training, the weights of MASt3R are frozen.
Stage 2 Loss: $\(\mathcal{L}_{stage2} = \lambda_1 \mathcal{L}_{render}(\hat{I}_f, I_f^{gt}) + \lambda_2 \mathcal{L}_{render}(\hat{I}_h, I_h^{gt})\)$
Both stages do not require 3D geometric supervision and are trained entirely using rendering losses.
Loss & Training¶
- Rendering Loss: \(\mathcal{L}_{render} = 0.8 \mathcal{L}_1 + 0.2 \mathcal{L}_{ssim}\)
- Stage 1: Trains the affine learning module with 100k iterations (using all training data).
- Stage 2: Trains the rendering module with 60k iterations for each camera type.
- Can be trained on a single RTX 3090 (24GB).
Key Experimental Results¶
Main Results (Rendering Quality)¶
| Method | Camera PSNRโ | Camera SSIMโ | GoPro PSNRโ | GoPro SSIMโ | Mobile PSNRโ | Mobile SSIMโ |
|---|---|---|---|---|---|---|
| NoPoSplat | 25.035 | 0.866 | 26.128 | 0.889 | 21.594 | 0.591 |
| 4D-GS | 27.814 | 0.906 | 27.244 | 0.907 | 25.655 | 0.825 |
| MVSplat | 27.899 | 0.902 | 29.942 | 0.934 | 26.545 | 0.805 |
| MVSGaussian | 29.326 | 0.957 | 27.413 | 0.926 | 19.927 | 0.683 |
| ENeRF | 28.272 | 0.943 | 29.906 | 0.943 | 20.579 | 0.640 |
| Splat-SAP | 32.220 | 0.957 | 31.640 | 0.955 | 25.721 | 0.827 |
PSNR significantly leads on Camera and GoPro datasets (+2.9 and +1.7 dB).
Geometry Reconstruction Quality¶
| Method | PredโGT CDโ | GTโPred CDโ | Description |
|---|---|---|---|
| DUSt3R | 0.305 | 0.160 | Massive foreground-background misalignment |
| VGGT | 0.288 | 0.129 | Difficulty in two-view alignment |
| Pow3R | 0.281 | 0.134 | Insufficient even with camera calibration |
| MASt3R | 0.212 | 0.069 | Baseline geometry |
| Prompt-DA | 0.205 | 0.063 | Add uncertainty |
| Ours w/o Translation | 0.191 | 0.046 | Scaling only |
| Ours Full | 0.172 | 0.027 | Scaling + translation |
Ablation Study¶
| Configuration | PSNRโ | SSIMโ | LPIPSโ | Description |
|---|---|---|---|---|
| Stage 1 Rendering | 24.844 | 0.794 | 0.296 | Auxiliary rendering in the coarse stage only |
| Stage 2 Initial Color | 27.308 | 0.856 | 0.169 | Warped color after geometric refinement |
| Stage 2 Final Splatting | 28.703 | 0.889 | 0.169 | Full pipeline |
Key Findings¶
- Pixel-wise translation learning is crucial for eliminating point map alignment errors (PredโGT CD drops from 0.191 to 0.172).
- The 3D refinement module effectively rectifies holes and artifacts from Stage 1.
- Color residual learning and splatting mechanisms further improve rendering quality.
- The method remains competitive on the Mobile dataset (alternating zoom scenes).
- Entirely self-supervised training requires no 3D ground truth, yet outperforms DUSt3R which requires 3D supervision.
Highlights & Insights¶
- Self-Supervised Scale Recovery: Ingeniously utilizes camera intrinsic embedding and extrinsic projections to learn the affine transformation from canonical to physical space without requiring 3D supervision.
- Gaussian Plane Design: Anchors Gaussians on the target viewpoint plane, eliminating redundancy from the source-view point maps.
- Coarse-to-Fine Geometry Strategy: 2D affine coarse alignment followed by 3D cost volume refinement, progressively enhancing geometric accuracy.
- Chamfer Distance Regularization: Computes Chamfer Distance in a 6-dimensional space (position + color) to constrain both geometry and appearance consistency.
- Practical Multi-Camera Support: A single generalized affine module is used, while only one rendering module needs to be trained per camera type.
Limitations & Future Work¶
- Foreground-Background Boundary Floaters: MASt3R may predict floaters at human boundaries; since these regions are observed by only one view, the refinement module cannot correct them.
- Currently only supports binocular inputs, leaving scenarios with more than two views unexplored.
- Heavy reliance on the pre-trained MASt3R model.
- The narrow performance gap compared to MVSplat on the Mobile dataset indicates room for improvement in camera-zooming scenarios.
- Requires camera calibration information, limiting applications in certain uncalibrated setups.
Related Work & Insights¶
- DUSt3R/MASt3R: Pioneering works in point map representation, upon which Splat-SAP resolves the scale ambiguity.
- GPS-Gaussian/GPS-Gaussian+: Precursor works for binocular Gaussians, but requiring dense overlaps.
- NoPoSplat/Splat3R: Utilizes point maps for static scene rendering but lacks stereo constraints.
- ENeRF: A feed-forward method using cost volumes + NeRF, from which Splat-SAP draws inspiration for depth probability regression.
- Insight: Combining point maps with stereo matching might be the optimal paradigm for sparse-view human-centered rendering.
Rating¶
- Novelty: โญโญโญโญ โ Novel self-supervised scale recovery and Gaussian Plane design.
- Experimental Thoroughness: โญโญโญโญ โ Validated across multiple camera types, with dual evaluations on both rendering and geometry.
- Writing Quality: โญโญโญโญ โ Clear two-stage structure, although some details require referring to the supplementary material.
- Value: โญโญโญโญโญ โ Direct value for real-time applications such as telecommunication and sports broadcasting.