RI3D: Few-Shot Gaussian Splatting With Repair and Inpainting Diffusion Priors¶
Paper Information¶
- Conference: ICCV 2025
- arXiv: 2503.10860
- Authors: Avinash Paliwal, Xilong Zhou, Wei Ye, Jinhui Xiong, Rakesh Ranjan, Nima Khademi Kalantari
- Institutions: Texas A&M University, Meta Reality Labs, Max Planck Institute for Informatics
- Code: Project Page
- Area: 3D Vision / Sparse-View Synthesis
- Keywords: 3D Gaussian Splatting, diffusion model priors, sparse-view reconstruction, inpainting, few-shot
TL;DR¶
RI3D decomposes sparse-view synthesis into two sub-tasks โ repairing visible regions and completing missing regions โ and introduces two personalized diffusion models (repair + inpainting) combined with a two-stage optimization strategy to achieve high-quality 3DGS reconstruction under extremely sparse inputs.
Background & Motivation¶
Problem Definition¶
Novel view synthesis from sparse inputs (e.g., only 3 images) is an extremely challenging task. Existing methods face two core problems:
Overfitting on visible regions: Optimization constrained by only a few input images leads to severe artifacts in rendered novel views.
Failure to recover missing regions: Occluded or uncovered regions typically yield only blurry or dark results.
Limitations of Prior Work¶
- Regularization-based methods (DNGaussian, FSGS, CoR-GS, etc.): Apply depth supervision, densification strategies, and other regularization constraints, but still fail to hallucinate fine details in missing regions under extremely sparse settings.
- Diffusion model-based methods (ReconFusion, CAT3D): Train view-synthesis diffusion models to generate novel views, but the generated results lack 3D consistency, causing over-blurred optimization outcomes; additionally, these methods rely on NeRF representations with slow rendering speeds.
Core Idea¶
The key insight is to decouple the view synthesis process into two independent sub-tasks โ repairing visible regions and completing missing regions โ each handled by a dedicated diffusion model, thereby avoiding the difficulty of a single model simultaneously addressing both objectives.
Method¶
Overall Architecture¶
RI3D consists of three core components: 1. High-quality depth initialization: Fuses DUSt3R and monocular depth to obtain per-view depth maps. 2. Two personalized diffusion models: A repair model for correcting rendering artifacts, and an inpainting model for filling missing regions. 3. Two-stage optimization: Stage 1 reconstructs visible regions; Stage 2 completes missing regions.
1. 3D Gaussian Initialization¶
The core idea is to exploit the complementary strengths of DUSt3R depth (3D-consistent but smooth) and monocular depth (detail-rich but relative and inconsistent):
- First term: enforces depth consistency in high-confidence DUSt3R regions \(\mathbf{M}\).
- Second term: preserves monocular depth gradients (edge details) globally, with \(\lambda=10\).
- Analogous to Poisson Blending but with gradient constraints applied across all regions.
- Solved efficiently via a sparse matrix solver, followed by bilateral filtering to sharpen boundaries.
- Each pixel is assigned one Gaussian and projected into 3D space.
2. Repair Diffusion Model¶
- Fine-tuned from a pretrained ControlNet.
- Training data generation: A leave-one-out strategy constructs \(N\) subsets (each omitting one image), trains \(N\) 3DGS models โ optimized for 6,000 steps first, then the excluded image is reintroduced and optimization continues to 10,000 steps โ generating progressive "corrupted"โ"clean" image pairs.
- Fine-tuned for 1,800 steps on the target scene for scene personalization.
3. Inpainting Diffusion Model¶
- Based on the Stable Diffusion Inpainting model.
- Fine-tuned on input images with randomly generated masks to produce inputโoutput pairs (similar to RealFill).
- Fine-tuned for 2,000 steps for scene personalization.
- Both models operate at \(512\times512\) resolution.
4. Two-Stage Optimization¶
Stage 1: Reconstructing Visible Regions $\(\mathcal{L}_{\text{stage1}} = \sum_{i=1}^{N} \mathcal{L}_{\text{rec}}(\hat{\mathbf{I}}_i^{\text{ref}}, \mathbf{I}_i^{\text{ref}}) + \sum_{j=1}^{M} \lambda_j \mathbf{M}_j^{\alpha} \mathcal{L}_{\text{rec}}(\hat{\mathbf{I}}_j^{\text{nov}}, \mathbf{G}_j^{\text{nov}}) + \sum_{j=1}^{M} \|\mathbf{A}_j \odot (1-\mathbf{M}_j^{\alpha}) \odot \mathbf{M}_j^{b}\|_1\)$
- First term: reconstruction loss on input views (L1 + SSIM + LPIPS + depth correlation).
- Second term: supervision of \(M\) novel views using pseudo ground truth from the repair model, applied only in visible regions (\(\mathbf{M}^{\alpha}\)).
- Third term: encourages opacity in missing regions to approach zero, preventing visible Gaussians from being placed there.
- Repair results are refreshed every 400 steps; total optimization: 4,000 steps.
Stage 2: Completing Missing Regions $\(\mathcal{L}_{\text{stage2}} = \sum_{i=1}^{N} \mathcal{L}_{\text{rec}}(\hat{\mathbf{I}}_i^{\text{ref}}, \mathbf{I}_i^{\text{ref}}) + \sum_{j=1}^{M} \lambda_j \mathcal{L}_{\text{rec}}(\hat{\mathbf{I}}_j^{\text{nov}}, \mathbf{G}_j^{\text{nov}}) + \sum_{k=1}^{K} (1-\mathbf{M}_k^{\alpha}) \odot \mathbf{M}_k^{b} \odot L_p(\hat{\mathbf{I}}_k^{\text{nov}}, \hat{\mathbf{L}}_k^{\text{nov}})\)$
- \(K<M\) non-overlapping novel views are selected for inpainting to avoid inconsistencies from independently completing overlapping content.
- Completed regions are projected into 3D space via monocular depth (using Eq. 2 to fuse depth ranges).
- Third term constrains consistency between rendered results and inpainted results in missing regions.
- One round of inpainting + repair is performed every 200 steps, iterating until all missing regions are filled; total optimization: 4,000 steps.
Key Experimental Results¶
Main Results: Mip-NeRF 360 Dataset¶
| Method | 3-view PSNRโ | 3-view SSIMโ | 3-view LPIPSโ | 9-view PSNRโ | 9-view LPIPSโ |
|---|---|---|---|---|---|
| DNGaussian | 12.02 | 0.226 | 0.665 | 12.97 | 0.637 |
| FSGS | 13.14 | 0.288 | 0.578 | 16.00 | 0.470 |
| CoR-GS | 13.51 | 0.314 | 0.633 | 15.48 | 0.574 |
| ReconFusion | 15.50 | 0.358 | 0.585 | 18.19 | 0.511 |
| CAT3D | 16.62 | 0.377 | 0.515 | 18.67 | 0.460 |
| RI3D (Ours) | 15.74 | 0.342 | 0.505 | 17.48 | 0.415 |
- RI3D achieves the best LPIPS scores across all settings, indicating the richest synthesized texture details.
- PSNR/SSIM are slightly lower than ReconFusion and CAT3D, as the blurry missing regions produced by those methods paradoxically benefit pixel-level metrics.
Ablation Study: 3-view Mip-NeRF 360¶
| Configuration | PSNRโ | SSIMโ | LPIPSโ |
|---|---|---|---|
| w/o depth enhancement | 15.61 | 0.336 | 0.513 |
| Single-stage (repair only) | 14.92 | 0.309 | 0.527 |
| w/o fine-tuned inpainting | 15.64 | 0.341 | 0.508 |
| RI3D (Full) | 15.74 | 0.342 | 0.505 |
Key Findings¶
- Depth fusion is critical: Removing depth enhancement degrades LPIPS from 0.505 to 0.513; inaccurate DUSt3R depth in low-confidence regions causes floating artifacts.
- Two-stage optimization is necessary: Using only the repair model in a single stage reduces PSNR by ~0.8 and LPIPS by 0.022, as the repair model is not designed to hallucinate high-quality textures in missing regions.
- Personalized fine-tuning improves consistency: Without fine-tuning the inpainting model, generated textures may be visually plausible but stylistically inconsistent with the surrounding scene (e.g., gray vegetation, leaf-textured floors).
- RI3D also achieves the best LPIPS on the CO3D dataset, particularly outperforming ReconFusion in the 9-view setting.
Highlights & Insights¶
- Task decomposition design: Decomposing the challenges of sparse-view synthesis into two independent sub-tasks, each handled by a specialized diffusion model, proves more effective than a single all-purpose model.
- Depth fusion strategy: The Poisson-blending-style fusion of DUSt3R and monocular depth is an elegant design that simultaneously ensures 3D consistency and preserves fine details.
- Personalized diffusion models: Fine-tuning diffusion models on the target scene (repair: 1,800 steps; inpainting: 2,000 steps) ensures that generated results are stylistically consistent with the scene.
- Fast rendering: Adopting 3DGS rather than NeRF as the 3D representation balances quality and efficiency.
Limitations & Future Work¶
- Strong dependence on DUSt3R depth quality; severely inaccurate depth estimates lead to ghosting artifacts.
- Cannot handle single-image inputs, as the leave-one-out strategy requires at least 2 images.
- Fine-tuning two diffusion models increases computational cost.
- Training requires multiple GPUs (Stage 2 requires two A5000 GPUs).
Related Work & Insights¶
- vs. ReconFusion/CAT3D: The key improvement of RI3D is decoupling "repair" from "completion," rather than using a single diffusion model for view synthesis.
- vs. GaussianObject: Borrows its ControlNet-based repair strategy but extends it from object-level to scene-level reconstruction.
- Depth fusion: Inspired by Poisson Image Editing; future work could replace DUSt3R with higher-quality MVS methods.
- Broader implication: The paradigm of task decomposition with specialized models has wide transfer value and is applicable to other 3D reconstruction problems with sparse inputs.
Rating โญโญโญโญ¶
The method is elegantly designed, with original contributions in depth fusion and two-stage optimization. RI3D achieves consistently superior LPIPS scores backed by thorough experiments. However, dependence on DUSt3R and multi-GPU requirements remain practical bottlenecks.