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Learning Efficient Fuse-and-Refine for Feed-Forward 3D Gaussian Splatting

Conference: NeurIPS 2025 arXiv: 2503.14698 Code: GitHub Area: 3D Vision / Feed-Forward 3DGS Keywords: 3DGS, Splat-Voxel, feed-forward reconstruction, streaming dynamic scenes, sparse-view

TL;DR

This paper proposes a Fuse-and-Refine module that aggregates pixel-aligned Gaussian primitives into a coarse-to-fine voxel hierarchy via a hybrid Splat-Voxel representation. A sparse voxel Transformer fuses approximately 200K primitives within 15 ms, yielding ~2 dB PSNR improvement. The model is trained exclusively on static scenes yet generalizes zero-shot to streaming dynamic scene reconstruction.

Background & Motivation

Feed-forward 3DGS methods (e.g., PixelSplat, GS-LRM) predict Gaussian primitives directly from sparse views through large-scale training, enabling efficient scene reconstruction. However, three core issues persist:

Redundancy: Primitives are pixel-aligned with input images, producing massive redundancy when input views overlap.

Positional constraint: Primitives are confined to input rays and cannot be freely placed in 3D space, limiting reconstruction resolution.

Difficulty in dynamic extension: Pixel-aligned designs cannot naturally handle inter-frame redundancy merging or new-content infilling across temporal frames.

Existing heuristic primitive merging methods (e.g., hierarchical Gaussians) typically degrade reconstruction quality and require additional optimization. The core idea of this paper is to fuse and refine primitives in a canonical 3D space through learning, using voxels as a structured intermediate representation.

Method

Overall Architecture

Input: pixel-aligned Gaussian primitives from a feed-forward 3DGS model (e.g., GS-LRM) → Splat-to-Voxel conversion → coarse-to-fine voxel hierarchy construction → sparse voxel Transformer → output refined Gaussian primitives.

Key Designs

  1. Splat-to-Voxel Conversion:

    • Splat deposition: For a dense high-resolution voxel grid, each Gaussian primitive is deposited into its 8 nearest voxels using a distance kernel, with weights computed via a normalized kernel function.
    • Splat fusion: Each voxel accumulates deposited primitive features and attributes via opacity-weighted summation, enabling physically meaningful feature aggregation.
    • This process transforms unordered point-cloud-style primitives into a structured voxel representation.
  2. Coarse-to-Fine Voxel Hierarchy:

    • High-resolution voxels are downsampled by a factor of \([d,h,w]\) to generate low-resolution coarse voxels.
    • Coarse voxel features are produced from the corresponding fine voxel features via a shallow MLP.
    • Voxel sparsification: Voxels are ranked by weight; only the top 20% of coarse voxels are retained, reducing the number of Transformer input tokens to approximately 10K.
    • This is the key to efficiency: global attention is performed at the coarse level (fewer tokens), while local refinement at the fine level preserves detail.
  3. Sparse Voxel Transformer:

    • Coarse voxel features are treated as a 1D token sequence and fed into a Transformer for global context modeling.
    • The processed features are propagated back to the fine voxel grid, where a shallow MLP combines them with the initial fine voxel attributes to produce refined Gaussian primitives.
    • The entire Fuse-and-Refine module processes approximately 200K primitives in only 15 ms.
  4. Zero-Shot Streaming Dynamic Scene Reconstruction:

    • 3D deformation: A pretrained 2D point-tracking model is used to obtain cross-frame correspondences, from which 3D motion is recovered via triangulation.
    • An Embedded Deformation Graph propagates the motion of sparse anchor points to the entire scene.
    • Error-aware fusion: Deformed primitives from historical keyframes are combined with new primitives from the current frame in the Splat-Voxel representation; adaptive weights based on rendering error filter out deformation artifacts.
    • Only keyframe primitives are maintained; old keyframes are replaced with smooth transitions.

Loss & Training

  • Photometric loss: MSE + λ·LPIPS, where λ = 0.5 for the multi-view Transformer and λ = 4.0 for the voxel Transformer.
  • Two-stage training: the multi-view Transformer is trained for 200K iterations, followed by joint fine-tuning of the voxel Transformer for 100K iterations.
  • Training data: DL3DV large-scale scene dataset, batch size 128, 300K iterations total.
  • Training is conducted on static scenes only; no additional training is required for dynamic scene inference.

Key Experimental Results

Main Results

Dataset Metric SplatVoxel Prev. SOTA (GS-LRM) Gain
RealEstate10K PSNR↑ 28.47 28.10 +0.37
RealEstate10K SSIM↑ 0.907 0.892 +0.015
RealEstate10K LPIPS↓ 0.078 0.114 −31.6%
DL3DV PSNR↑ 30.61 28.59 +2.02
DL3DV SSIM↑ 0.935 0.925 +0.010
Neural3DVideo (streaming) PSNR↑ 27.41 21.80 +5.61
Neural3DVideo (streaming) Flicker↓ 2.916 5.714 −49%

Ablation Study

Configuration PSNR↑ Time (ms) Notes
GS-LRM baseline 28.59 52.8 24-layer multi-view Transformer
+ non-learned fusion 12.57 33.8 Heuristic merging causes severe degradation
+ w/o coarse-to-fine 20.62 48.6 Full-resolution Transformer infeasible
+ w/o sparsification 29.69 72.0 Excessive computation
+ 3D CNN instead of Transformer 29.44 82.1 Global attention outperforms local convolution
+ w/o Splat features 29.40 49.2 Feature information is important
+ Full method 30.61 52.5 All designs complement each other

Key Findings

  • Non-learned heuristic fusion causes catastrophic degradation (PSNR drops from 28.59 to 12.57), confirming the necessity of learned fusion.
  • The coarse-to-fine hierarchy achieves the best quality–efficiency trade-off; without it, PSNR falls to only 20.62.
  • PSNR improves substantially on streaming dynamic scenes (+5.61 dB) with a significant reduction in flickering, demonstrating the effectiveness of historical information fusion.
  • Training on 4 views generalizes to 2/8/16 views, with larger gains at 16 views.

Highlights & Insights

  • Splat-Voxel hybrid representation: Combines the flexibility of point clouds with the structure of voxels, making the representation well-suited for both aggregation and Transformer processing.
  • Coarse-to-fine + sparsification: Performing global attention at the coarse level and local refinement at the fine level is an elegant balance between efficiency and quality.
  • Static training, zero-shot dynamic generalization: The core Fuse-and-Refine capability is general-purpose and transfers to dynamic scenes without requiring dynamic training data.
  • 15 ms inference: Fusing and refining 200K primitives in 15 ms enables interactive-rate (15 fps) streaming reconstruction.

Limitations & Future Work

  • Streaming reconstruction depends on the quality of the 2D point-tracking model (e.g., TAPIR); tracking failures degrade deformation accuracy.
  • Voxel resolution and sparsification ratio are hyperparameters that require tuning for different scenes.
  • Validation is currently limited to sparse-view (2–4 views) settings; performance in dense-view scenarios remains unexplored.
  • vs. GS-LRM: GS-LRM predicts pixel-aligned primitives directly from a multi-view Transformer without global optimization in 3D space; SplatVoxel adds 3D fusion and refinement on top of this pipeline.
  • vs. 4DGS: 4DGS requires per-scene optimization for dynamic scenes, whereas SplatVoxel generalizes zero-shot and operates much faster.
  • vs. EvolvSplat / S-Cube: These methods also employ voxel representations for 3DGS processing but do not extend to dynamic scenes and require scene-specific training.

Rating

  • Novelty: ⭐⭐⭐⭐ The Splat-Voxel hybrid design and coarse-to-fine hierarchy are elegant; zero-shot dynamic generalization is a notable contribution.
  • Experimental Thoroughness: ⭐⭐⭐⭐⭐ Comprehensive evaluation on both static and dynamic scenes, detailed ablations, and generalization experiments across different view counts.
  • Writing Quality: ⭐⭐⭐⭐ Method description is clear, figures are high quality, and paper structure is well organized.
  • Value: ⭐⭐⭐⭐⭐ Provides a general solution for primitive fusion in feed-forward 3DGS; the streaming reconstruction application has broad practical potential.