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Sharp Monocular View Synthesis in Less Than a Second

Conference: ICLR 2026 arXiv: 2512.10685 Code: github.com/apple/ml-sharp Area: 3D Vision Keywords: view synthesis, 3D Gaussian splatting, monocular depth, real-time rendering, feedforward

TL;DR

SHARP generates approximately 1.2 million 3D Gaussians from a single image via a single feedforward pass, completing inference in under one second on an A100 GPU with rendering speeds exceeding 100 FPS. It achieves state-of-the-art zero-shot generalization across 6 datasets, reducing LPIPS by 25–34% and synthesis time by three orders of magnitude compared to the strongest prior method.

Background & Motivation

Background: Novel view synthesis has evolved from multi-image optimization methods (NeRF, 3DGS) to single-image feedforward approaches (Splatter Image, Flash3D) and diffusion-based methods (Gen3C, ViewCrafter, SVC). The former are fast but limited in quality; the latter achieve higher fidelity but require minutes of processing.

Limitations of Prior Work: (1) Feedforward methods (e.g., Flash3D) exhibit significantly lower visual fidelity than diffusion-based methods; (2) diffusion-based methods (e.g., Gen3C requiring ~15 minutes) are too slow for interactive browsing; (3) at close-range viewpoints, diffusion-based outputs are often less sharp than the input photograph; (4) most methods lack metric scale, preventing coupling with physical devices.

Key Challenge: How can high-fidelity, photorealistic rendering at close viewpoints be achieved while maintaining sub-second interactive speed?

Goal: An end-to-end regression network is trained on a Depth Pro encoder backbone to predict dual-layer depth maps and fine-grained residuals for all Gaussian attributes. A learned depth adjustment module is introduced to resolve monocular depth ambiguity, a carefully designed loss configuration suppresses artifacts, and self-supervised fine-tuning is applied to adapt to real-world images.

Method

Overall Architecture

Given input \(\mathbf{I} \in \mathbb{R}^{3 \times 1536 \times 1536}\), the network outputs \(\mathbf{G} \in \mathbb{R}^{14 \times 2 \times 768 \times 768}\) (approximately 1.2 million 3D Gaussians with 14 attributes: 3 position + 3 scale + 4 rotation + 3 color + 1 opacity). The network consists of four learnable modules: a pretrained encoder, a depth decoder, a depth adjustment module, and a Gaussian decoder. The total parameter count is 702M (340M trainable), with inference time under 1 second.

Key Design 1: End-to-End Depth-to-Gaussian Regression Architecture

Encoder: A dual ViT backbone based on Depth Pro. The low-resolution encoder (326M parameters) is unfrozen during training to adapt to the view synthesis task, while the patch encoder remains frozen.

Dual-Layer Depth Decoder: Based on the DPT architecture (~20M parameters), the final convolutional layer is duplicated to produce two depth channels—the first representing visible surfaces and the second representing occluded regions and view-dependent effects.

Gaussian Initializer: Initial 3D coordinates are obtained by unprojecting the depth map as \(\mu(i,j) = [i \cdot \bar{D}'(i,j),\, j \cdot \bar{D}'(i,j),\, \bar{D}'(i,j)]^T\), colors are taken from input pixel values, and scale is proportional to depth via \(s = s_0 \cdot \bar{D}'\). A key detail: the source view intrinsic matrix is not used, allowing the network to reason in normalized space.

Gaussian Decoder: Also based on DPT (~7.8M parameters trained from scratch), it predicts fine-grained residuals for all attributes. Attribute-specific activation functions are combined as:

\[\mathbf{G}_{\text{attr}} = \gamma_{\text{attr}}\Big(\gamma_{\text{attr}}^{-1}(\mathbf{G}_{0,\text{attr}}) + \eta_{\text{attr}} \Delta\mathbf{G}_{\text{attr}}\Big)\]

Key Design 2: Learned Depth Adjustment Module

Fundamental ambiguities in monocular depth estimation—particularly severe for transparent and reflective surfaces—introduce artifacts in view synthesis. Inspired by Conditional VAEs, a small U-Net (2M parameters) is introduced that takes both the predicted inverse depth \(\hat{D}^{-1}\) and the ground-truth inverse depth \(D^{-1}\) as input and outputs a scaling map \(\mathbf{S}\):

\[\bar{D} = \mathbf{S}(\hat{D}, D) \odot \hat{D}\]

At inference time, the identity function replaces this module (no ground-truth depth required). An MAE regularizer \(\mathcal{L}_{\text{scale}} = \mathbb{E}[|\mathbf{S}(p) - 1|]\) and multi-scale TV regularization serve as an information bottleneck, encouraging the network to learn the most compact representation for resolving ambiguity.

Key Design 3: Two-Stage Training and Loss Design

Stage 1 — Synthetic Data Training: Approximately 700K procedurally generated scenes (~8M images) with perfect image and depth ground truth are used.

Stage 2 — Self-Supervised Fine-Tuning (SSFT): The already-trained model generates pseudo novel views of real images; these pseudo views serve as inputs while the original real images serve as supervision targets (view-swapping strategy), requiring no stereo pairs.

Loss Configuration:

  • Rendering losses: L1 color \(\mathcal{L}_{\text{color}}\), perceptual loss \(\mathcal{L}_{\text{percep}}\) (including a Gram matrix term for sharpness), and BCE alpha loss \(\mathcal{L}_{\text{alpha}}\)
  • Depth loss: Inverse depth L1 \(\mathcal{L}_{\text{depth}}\) applied to the first layer only
  • Regularizers: Second-layer depth TV \(\mathcal{L}_{\text{tv}}\), disparity gradient floater suppression \(\mathcal{L}_{\text{grad}}\), offset constraint \(\mathcal{L}_{\text{delta}}\), and Gaussian screen projection variance \(\mathcal{L}_{\text{splat}}\)

An engineering optimization for the perceptual loss: a Computation Graph Surgery mechanism is proposed, which precomputes gradients and releases the ResNet computation graph to resolve out-of-memory issues on 40GB GPUs.

Key Experimental Results

Main Results

Zero-shot evaluation on 6 datasets unseen during training (lower is better):

Method Middlebury DISTS Middlebury LPIPS ScanNet++ DISTS ScanNet++ LPIPS WildRGBD DISTS WildRGBD LPIPS
Flash3D 0.359 0.581 0.374 0.572 0.159 0.345
TMPI 0.158 0.436 0.128 0.309 0.114 0.327
LVSM 0.274 0.555 0.145 0.302 0.095 0.257
Gen3C 0.164 0.545 0.090 0.227 0.106 0.285
SHARP 0.097 0.358 0.071 0.154 0.069 0.190

Inference time comparison: SHARP 0.91s (+ rendering ~5ms/frame); Gen3C ~830s; ViewCrafter ~120s.

Ablation Study

Loss component ablation (ScanNet++/Tanks and Temples DISTS):

Configuration ScanNet++ DISTS T&T DISTS
color + alpha only 0.229 0.301
+ depth 0.162 0.239
+ perceptual 0.063 0.126
+ regularizers 0.064 0.126

Depth adjustment ablation:

Depth Adjustment ScanNet++ DISTS ScanNet++ LPIPS
Without 0.077 0.154
With 0.064 0.147

Gaussian count ablation:

Count ScanNet++ DISTS ScanNet++ LPIPS
2×192² (~74K) 0.110 0.199
2×384² (~295K) 0.077 0.160
2×768² (~1.2M) 0.064 0.147

Key Findings

  1. LPIPS reduced by 25–34% compared to Gen3C: SHARP achieves the best performance across all 6 datasets, while Gen3C requires approximately 900× more inference time.
  2. Perceptual loss contributes most: DISTS drops from 0.162 to 0.063 on ScanNet++; the Gram matrix term is the key driver of sharpness improvement.
  3. Depth adjustment improves detail clarity: Particularly on transparent and reflective surfaces, eliminating blur caused by depth ambiguity.
  4. 1.2M Gaussians substantially outperform 74K: Performance improves consistently with increasing Gaussian count.
  5. SSFT yields clear qualitative improvements: Although metric changes are modest, visual sharpness is significantly enhanced.

Highlights & Insights

  • The triumph of pure regression: This work demonstrates that, for close-range view synthesis, a carefully designed feedforward regression approach can surpass diffusion-based methods that require three orders of magnitude more computation.
  • Key engineering insights: Prediction in normalized space (without source view intrinsics), Computation Graph Surgery to resolve perceptual loss OOM issues, and the view-swapping strategy for self-supervised learning without stereo pairs.
  • Metric scale support: The output 3D representation carries absolute scale, enabling direct coupling with the physical motion of AR/VR headsets.
  • Information bottleneck role of depth adjustment: Regularization forces the network to learn only the minimal necessary information for resolving depth ambiguity, allowing complete removal at inference time.

Limitations & Future Work

  • Designed specifically for close-range viewpoints (~0.5m displacement); quality degrades at large displacements—complementary integration with diffusion models may be necessary.
  • Spherical harmonics (SH) are not used, precluding modeling of view-dependent effects (reflections, specular highlights).
  • The depth model may fail in extreme scenarios such as macro photography, night-sky imaging, and complex water surface reflections.
  • Directly applying the synthetic training data to Flash3D yields no improvement, suggesting that architectural design rather than data is the primary factor.
  • A unified framework for video or multi-image input has not been explored.
  • 3D Gaussian Splatting (Kerbl et al., 2023): Provides the 3D representation adopted by SHARP, though the original method requires multi-image optimization.
  • Depth Pro (Bochkovskii et al., 2025): Serves as the SHARP backbone, providing metric-scale monocular depth estimation capability.
  • Flash3D (Szymanowicz et al., 2025): A predecessor in the same paradigm that introduces pretrained depth networks for scene-level generalization, but with insufficient fidelity.
  • Gen3C (Ren et al., 2025): The strongest diffusion baseline; less sharp than SHARP at close viewpoints, but with stronger large-displacement synthesis capability.

Rating

⭐⭐⭐⭐⭐

This work achieves Pareto-optimal quality-speed trade-offs for single-image novel view synthesis, attaining comprehensive state-of-the-art zero-shot performance across 6 datasets at sub-second inference speed. Every module in the end-to-end architecture—dual-layer depth, depth adjustment, and Gaussian refinement—is motivated clearly and supported by ablation studies. Engineering contributions (Computation Graph Surgery, SSFT) demonstrate substantial systems expertise. Produced by Apple with open-sourced code.