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FSFSplatter: Geometrically Accurate Reconstruction with Free Sparse-view Images within 2 minutes

Conference: CVPR 2026
Paper: CVF Open Access
Code: https://github.com/Zhaoyibinn/FSFSplatter
Area: 3D Vision
Keywords: Sparse-view reconstruction, 3D Gaussian Splatting, Surface reconstruction, Pose-free reconstruction, Feed-forward initialization

TL;DR

FSFSplatter utilizes a large multi-view Transformer to convert 3 uncalibrated sparse images into a dense, geometrically consistent 2D Gaussian scene via a single feed-forward pass while simultaneously estimating camera parameters. This is followed by contribution-based pruning to remove floaters and geometry-enhanced optimization supervised by depth and multi-view features, resulting in accurate, renderable surfaces within 2 minutes. Surface error is reduced by at least 28% and NVS error by at least 46% on DTU/Replica/BlendedMVS.

Background & Motivation

Background: Gaussian Splatting (3DGS/2DGS) has become the mainstream for high-quality New View Synthesis (NVS) and detailed reconstruction. However, most methods default to dense, calibrated multi-view images, requiring both dense coverage and pre-computed camera poses.

Limitations of Prior Work: Real-world scenarios often provide only a few sparse, unposed "free" images. In such cases: ① Traditional pipelines split the problem into independent stages (pose estimation → dense reconstruction → surface extraction/SDF), where errors introduced in each stage accumulate irreversibly; ② Insufficient overlap in sparse views causes Structure-from-Motion (SfM) to fail frequently. Even with camera parameters, extrapolation/occlusion ambiguities in sparse settings lead optimization to overfit to a single view, resulting in collapsed or erroneous geometry.

Key Challenge: Under sparse inputs, initialization quality and optimization stability constrain each other—poor initialization prevents convergence to correct geometry, while increasing iterations based solely on RGB loss amplifies multi-view ambiguity, leading to "catastrophic degradation" of geometry. Existing end-to-end methods have drawbacks: DUSt3R only processes image pairs, causing accumulated inconsistency during merging; VGGT regresses point clouds from arbitrary images but the point clouds are sparse, making them unsuitable for NVS; FreeSplatter treats scene generation and pose estimation as independent steps, where post-processing alignment introduces additional errors.

Goal: Starting from 3 free sparse images, obtain accurate surfaces and high-quality NVS within 2 minutes without relying on pre-calibrated cameras.

Core Idea: Use a large Transformer for a single feed-forward pass to directly output a dense, geometrically consistent Gaussian scene + camera parameters (end-to-end initialization), resolving the critical "initialization quality" variable. Then, use contribution-based pruning to remove floaters and geometry-enhanced optimization (via depth and multi-view feature supervision) to combat sparse-view overfitting, allowing stable convergence with minimal iterations.

Method

Overall Architecture

FSFSplatter decomposes "free sparse-view reconstruction" into two serial components: (A) End-to-end dense Gaussian initialization + camera parameter estimation, which takes 3 unposed RGB images and outputs a dense, geometrically consistent 2D Gaussian scene along with camera intrinsics and extrinsics; (B) Geometry-enhanced Gaussian scene optimization, which performs contribution-based pruning to remove invisible floaters, followed by short-term optimization using differentiable camera parameters and depth/multi-view feature supervision to obtain the final surface and NVS. The key intuition is to "front-load" most geometric quality into the initialization so that the optimization stage only requires lightweight refinement rather than searching from scratch, reducing time to ~107 seconds.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    A["3 Unposed<br/>Sparse RGBs"] --> B["End-to-End Dense Gaussian Initialization<br/>Large Transformer Backbone<br/>+ Self-Splitting Gaussian Head"]
    B --> C["Camera Parameters + Semi-Dense<br/>→ Dense 2D Gaussian Scene"]
    C --> D["Contribution-based Gaussian Pruning<br/>Remove floaters via α-blending weights"]
    D --> E["Differentiable Camera Parameter Optimization<br/>Pose BP via rendering loss"]
    E --> F["Geometry-Enhanced Scene Optimization<br/>Depth ranking + smoothing + multi-view feature supervision"]
    F --> G["Surface Mesh + NVS"]

Key Designs

1. End-to-end Dense Gaussian Initialization and Self-Splitting Gaussian Head: Resolving Point Cloud Sparsity at the Initialization Stage

While large Transformers like VGGT can regress camera parameters, depth maps, and point clouds from arbitrary images, the point clouds are too sparse for NVS. This method uses VGGT-1B as the backbone (encoding images into tokens via DINOv2). It obtains camera parameters and DPT decoding features through independent heads, fuses pixel-aligned depth maps and DPT features into a semi-dense Gaussian scene \(G_{init}\), and then uses an Encoder-Decoder \(D\) to "self-split" it into a dense scene. Specifically, a DPT re-projection module uses positional encoding to map tokens back to pixel-aligned high-dimensional features \(F_P\). A PointMLP encodes point cloud geometry into \(F_c\). These are concatenated with explicit Gaussian attributes (Spherical Harmonics \(SH_P^{48}\), rotation \(R_P^4\), scale \(S_P^2\)) and fed into independent decoders to predict attribute deltas for splitting each Gaussian into \(N\) new primitives:

\[\Delta G_{N\cdot P} = D(\mathrm{Cat}(F_P, SH_P^{48}, R_P^4, S_P^2, F_c)), \quad D(G_P) = G_P + \Delta G_{N\cdot P}\]

To generalize across scenes, the input units are point cloud patches—KNN is used to partition high-dimensional point clouds into randomly sampled local patches, which are densified patch-by-patch, de-normalized, and merged:

\[G = N'\Big(B'\big[B(N(G_{init})) + D(B(N(G_{init})))\big]\Big)\]

Where \(N/N'\) denotes normalization/de-normalization, and \(B/B'\) denotes patch splitting/merging. This step is the source of overall geometric quality; removing the self-splitting densification \(D\) causes Replica CD to jump from 33.66 to 59.83.

2. Contribution-based Gaussian Pruning: Removing Non-gradient Floaters from Initialization

Although sub-pixel dense initialization provides a strong prior, it introduces many occluded or invisible primitives that receive no gradients during backpropagation and cannot be removed by simple opacity filtering. This method quantifies the contribution \(C_n\) of each Gaussian based on its actual weight in \(\alpha\)-blending, \(\alpha_i\prod(1-\alpha_n)\), and normalizes it by the number of affected pixels \(|P_n|\) to prevent large-scale Gaussians from gaining contribution merely by area:

\[C_n = \sum_{k=1}^{3} \frac{1}{|P_n|}\sum_{p\in P_n}\Big(\alpha_i^p \prod_{i-1}^{n}(1-\alpha_n^p)\Big)\]

Primitives are sorted and those with low contribution or low opacity are pruned. Ablations show that removing pruning \(T\) increases DTU CD from 2.208 to 2.930, proving its effectiveness in removing floaters and stabilizing geometry.

3. Differentiable Camera Parameter Optimization: Backpropagating Rendering Loss to Poses

In pose-free reconstruction, native GS rasterizers do not support camera parameter backpropagation. Subtle multi-view inconsistencies are amplified during optimization in sparse settings. This method unifies all camera poses at the origin and applies the inverse transformation of camera poses \(T_k^{cam}\) to all Gaussian primitives before rasterization. This yields NVS equivalent to the original framework while keeping \(T_k^{cam}\) differentiable—any rendering-based loss backpropagates to camera poses first, then to Gaussian primitives. Due to view sparsity, pose optimization across views is independent and converges quickly.

4. Geometry-Enhanced Scene Optimization: Combating Sparse Overfitting with Depth and Multi-view Feature Supervision

Optimizing sparse free images directly with RGB loss introduces unavoidable multi-view ambiguities. Besides RGB terms (\(L_1, L_{SSIM}\)) and a normal term \(L_n\), three types of geometric supervision are added. First, a ranking loss uses monocular depth estimation \(D_{est}\) to supervise rendered depth \(D_{re}\) by randomly sampling pixel pairs \((p_1, p_2)\) in local patches to constrain relative order, avoiding scale ambiguity (\(\mathrm{sgn}\) is sign function, \(m\) is margin, \(\sigma\) is ReLU):

\[L_{rank} = \sum_P \sigma\big(\mathrm{sgn}(S(D_{pre}, p_1, p_2)\cdot S(D_{re}, p_1, p_2)) + m\big), \quad S(D, p_1, p_2)=D(p_1)-D(p_2)\]

Second, a depth smoothness loss \(L_{smooth}\) constrains local consistency of rendered depth at edges of estimated depth. Third, a multi-view feature alignment loss \(L_{MVS}\) uses a pre-trained U-Net to extract high-dimensional features, comparing cosine similarity after re-projection to handle multi-view illumination inconsistency:

\[L_{MVS} = \sum_r \Big(1 - \cos\big[R_r(U(c)(I_r)), U(c)(I)\big]\Big)\]

Removing \(L_{MVS}\) increases DTU CD from 1.581 to 3.130, confirming that depth and feature supervision are critical for geometric stability in sparse scenes.

Loss & Training

Training uses 512×512 resolution, patch size 2048, and takes ~27 hours for 120 epochs on an RTX 5090 using BlendedMVS + DTU + Virtual KITTI + Replica. A progressive geometry training strategy is used: (1) Initialize the backbone with VGGT-1B weights and enable only \(L_D, L_{Cam}\) for geometric stability; (2) Freeze DPT/Camera heads and backbone, training the DPT re-projection head and densification MLP (disabling KNN patches for global densification pre-training, enabling \(L_1, L_{SSIM}\)); (3) Unfreeze all parameters, restore KNN patches, and activate all losses to learn the RGB-to-attribute mapping.

Key Experimental Results

Main Results

DTU Surface Reconstruction Chamfer Distance (CD↓, mm) and NVS (PSNR↑) across three datasets with 3 input images:

Dataset / Metric Ours Ours(wo Opt.) VGGT Strongest Baseline* Notes
DTU CD↓ 1.581 1.907 2.586 FatesGS* 3.856 ~39% lower than VGGT
Replica CD↓ 32.554 37.621 50.818 FatesGS 151.85 Larger margin in scenes
DTU PSNR↑ 30.251 28.61 28.61 3DGS 29.37 Leading at equal iterations
Replica PSNR↑ 35.79 23.51 13.04 3DGS 22.05 Significant lead
BlendedMVS PSNR↑ 30.74 19.52 13.41 3DGS 18.75 Significant lead

Author's Summary: Surface error decreased by at least 28.39% / 34.37% on DTU/Replica. NVS error (measured by LPIPS) decreased by at least 46.19% / 73.13% / 87.35% on DTU/Replica/BlendedMVS. Pose estimation RMSE is comparable to or better than SOTA: Replica rotation 0.634° / translation 3.746mm.

Speed

Replica per-scene optimization time (Time↓, seconds):

Method 3DGS 2DGS FatesGS PGSR Ours
Time(s) 429.45 840.37 915.93 1018.2 107.39

Initialization on DTU takes only 0.63s, yielding a 26.3% surface improvement and an 80% reduction in subsequent optimization time.

Ablation Study

DTU / Replica Surface CD↓:

Config Replica CD DTU CD Notes
Full (Ours) 33.66 1.581 Full model
No \(L_{rank}\) 36.23 2.905 w/o monocular depth ranking
No \(L_{smooth}\) 37.71 2.653 w/o depth smoothness
No \(L_{MVS}\) 35.36 3.130 w/o multi-view features
No \(T_k^{cam}\) 37.05 2.855 w/o differentiable pose
Ours(wo Opt.) 40.05 2.208 w/o per-scene optimization
No \(T\) (Pruning) 40.69 2.930 w/o contribution pruning
No \(D\) (Densification) 59.83 3.584 w/o self-splitting, largest drop

Key Findings

  • Self-splitting densification \(D\) contributes most: Removing it doubles Replica CD, proving that dense, geometrically consistent initialization is the foundation.
  • \(L_{MVS}\) is critical for DTU, \(T_k^{cam}\) is critical for Replica: Different datasets have different bottlenecks (multi-view features for objects, differentiable poses for scenes).
  • "More iterations ≠ Better" in sparse views: Simply increasing iterations causes catastrophic geometric degradation due to overfitting; initialization is the key differentiator.
  • Optimization without geometric supervision can be detrimental (Ours(wo Opt.) 2.208 is better than No \(L_{MVS}\) 3.130 on DTU).

Highlights & Insights

  • The methodology of "front-loading geometric quality to initialization": Rather than repeated error correction during optimization, a single feed-forward pass provides consistent geometry, leaving optimization for lightweight refinement.
  • Self-splitting head + KNN patches fix VGGT's sparsity: Attribute increment prediction is superior to heuristic densification, and patch-based input improves generalization.
  • Contribution pruning uses \(\alpha\)-blending weights rather than opacity: Normalizing by pixel count prevents large Gaussians from being falsely preserved—a natural metric for floater removal.
  • Differentiable poses integrate pose optimization into rendering BP: This avoids the errors found in post-processing alignment methods like FreeSplatter.

Limitations & Future Work

  • Reliance on large Transformer pre-trained weights (VGGT-1B) leads to high training costs and domain sensitivity.
  • Robustness to extreme few-view cases (e.g., 2 views) or cases with nearly zero overlap is not fully explored.
  • Ranking loss avoids scale ambiguity but means absolute scale still relies on priors, which may not suffice for downstream metrology tasks.
  • vs VGGT: VGGT provides sparse point clouds; this work adds a self-splitting head to upgrade them to dense Gaussians and adds refinement, improving DTU CD from 2.586 to 1.581.
  • vs FreeSplatter: This work integrates pose optimization into the rendering pipeline rather than using independent post-processing alignment.
  • vs FatesGS / PGSR: These require camera parameters and take 1000s+ to optimize; this work is pose-free and completes in 107s with superior CD.
  • vs DUSt3R: DUSt3R processes image pairs; this work uses multi-view joint feed-forward for a direct renderable Gaussian representation.

Rating

  • Novelty: ⭐⭐⭐⭐ Solid integration of Transformer initialization, self-splitting heads, and differentiable pose optimization.
  • Experimental Thoroughness: ⭐⭐⭐⭐⭐ Comprehensive coverage of surface/NVS/pose/speed across three datasets.
  • Writing Quality: ⭐⭐⭐⭐ Clear methodology and pipeline stages.
  • Value: ⭐⭐⭐⭐⭐ High utility for AR/VR and robotics where only sparse RGB images are available.