Papers
Topics
Authors
Recent
Search
2000 character limit reached

ViewSplat: Feed-forward 3D Gaussian Splatting

Updated 4 July 2026
  • ViewSplat is a feed-forward 3D Gaussian splatting framework that leverages anisotropic Gaussians for both coarse-to-fine and dynamic view-adaptive novel-view synthesis.
  • The hierarchical variant applies a three-stage, error-aware fusion process using MVS cost volumes and residual depth offsets to improve reconstruction fidelity.
  • The dynamic variant utilizes target-view-conditioned residuals via pixel-wise dynamic MLPs for adapting Gaussian attributes from unposed images for efficient rendering.

ViewSplat denotes feed-forward 3D Gaussian splatting architectures for novel-view synthesis, and the name has been used in two distinct but related senses in the recent literature. In one consolidated description, “ViewSplat” refers to the same three-stage, coarse-to-fine architecture as HiSplat, a hierarchical 3D Gaussian splatting framework for generalizable sparse-view reconstruction that performs novel view synthesis using only two-view reference images (Tang et al., 2024). In a later paper, ViewSplat denotes a view-adaptive 3D Gaussian splatting network for novel view synthesis from unposed images, in which canonical Gaussians are refined on-the-fly through target-view-conditioned residual updates produced by pixel-wise dynamic MLPs (Jeong et al., 26 Mar 2026). In both usages, the underlying representation is a set of anisotropic 3D Gaussians rendered by a 3DGS rasterizer, but the mechanisms for improving fidelity differ: one emphasizes hierarchical coarse-to-fine correction, whereas the other emphasizes view-adaptive dynamic splatting.

1. Scope of the designation

A consolidated description tied to HiSplat states that “ViewSplat” refers to the same three-stage, coarse-to-fine architecture, with “ViewSplat” used as the name of a hierarchical 3D-Gaussian-splatting pipeline for generalizable two-view reconstruction. The 2026 paper titled “ViewSplat: View-Adaptive Dynamic Gaussian Splatting for Feed-Forward Synthesis” uses the same term for a different pipeline centered on dynamic, target-view-conditioned residual refinement (Tang et al., 2024).

Designation Input regime Distinguishing mechanism
ViewSplat as HiSplat two-view reference images hierarchical 3D Gaussians via a coarse-to-fine strategy
ViewSplat (2026) NN unposed images view-adaptive dynamic splatting with pixel-wise dynamic MLPs

This dual usage is significant because it prevents a common conflation. The hierarchical variant is organized around multi-stage Gaussian generation and inter-scale correction. The dynamic variant is organized around canonical Gaussians plus target-view residual offsets for 3D position, scale, rotation, opacity, and color. A plausible implication is that “ViewSplat” should be interpreted by publication context rather than by name alone.

2. Gaussian formulation and image formation

In the hierarchical formulation, each Gaussian jj is parameterized by μjR3\mu_j \in \mathbb{R}^3, ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}, cjR3c_j \in \mathbb{R}^3, and αj[0,1]\alpha_j \in [0,1]. When projecting to an image, the contribution of Gaussian jj to pixel pp is

Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),

where Π\Pi is the jj0 projection and jj1 is the pixel coordinate. Feed-forward prediction proceeds from a pixel-aligned feature jj2, from which a small CNN head regresses the center via un-projecting the predicted depth jj3 along the camera ray jj4, opacity through a sigmoid head, covariance through predicted positive axis-scales, and color as a small vector or SH coefficients (Tang et al., 2024).

In the dynamic formulation, a single anisotropic 3D Gaussian primitive is

jj5

with jj6, where jj7 are scale factors and jj8 is derived from a rotation quaternion jj9. In practice the representation stores μjR3\mu_j \in \mathbb{R}^30, μjR3\mu_j \in \mathbb{R}^31, μjR3\mu_j \in \mathbb{R}^32, opacity μjR3\mu_j \in \mathbb{R}^33, and color as μjR3\mu_j \in \mathbb{R}^34 spherical-harmonic coefficients μjR3\mu_j \in \mathbb{R}^35. Rendering is expressed as

μjR3\mu_j \in \mathbb{R}^36

where a 3DGS rasterizer projects each anisotropic Gaussian into the target view, splats its elliptical footprint into screen space, and accumulates color with alpha compositing in front-to-back order (Jeong et al., 26 Mar 2026).

The shared formalism is the use of anisotropic Gaussians as explicit scene primitives. The divergence lies in how those primitives are predicted and corrected: multi-scale staged prediction in the hierarchical system, and target-view-conditioned residual adaptation in the dynamic system.

3. Hierarchical coarse-to-fine reconstruction

The hierarchical ViewSplat builds three stages μjR3\mu_j \in \mathbb{R}^37, ordered low-to-high resolution and coarse-to-fine. Stage 1 operates at input resolution μjR3\mu_j \in \mathbb{R}^38 and uses an MVS-style cost-volume stereo block. Given cross-view features μjR3\mu_j \in \mathbb{R}^39 from a U-Net+Transformer backbone, the method sweeps ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}0 depth planes, warps other views into view ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}1, builds a cost volume, predicts depth by softmax over the cost-volume slice, and then forms ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}2 from a small CNN on ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}3. These Gaussians capture the scene “skeleton,” including large-scale structure such as blocks, walls, and major surfaces (Tang et al., 2024).

Stages 2 and 3 operate at higher spatial resolutions ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}4 and ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}5. Rather than predicting independently, each stage ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}6 re-uses stage ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}7: it renders the previous-stage Gaussians back into the input views, computes an error map

ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}8

and applies an Error Aware Module (EAM) that ingests ΣjR3×3\Sigma_j \in \mathbb{R}^{3\times 3}9 to predict a small residual depth offset cjR3c_j \in \mathbb{R}^30 and cjR3c_j \in \mathbb{R}^31. The fractional offset is

cjR3c_j \in \mathbb{R}^32

with cjR3c_j \in \mathbb{R}^33 and the updated depth given by

cjR3c_j \in \mathbb{R}^34

This design localizes regions where coarse Gaussians fail and adds corrective, smaller Gaussians.

Fusion across stages is handled by the Modulating Fusion Module (MFM). For each previous stage cjR3c_j \in \mathbb{R}^35, the module concatenates upsampled fine-stage features with previous Gaussian features,

cjR3c_j \in \mathbb{R}^36

computes a gating weight

cjR3c_j \in \mathbb{R}^37

and updates opacity through cjR3c_j \in \mathbb{R}^38. This suppresses old Gaussians in regions where fine Gaussians can better explain the appearance. The resulting architecture explicitly models Gaussians at three resolutions, lets each finer stage attend to and correct the errors of coarser splats, and fuses them through learned opacity gates.

4. View-adaptive dynamic splatting

The dynamic ViewSplat takes as input cjR3c_j \in \mathbb{R}^39 unposed images αj[0,1]\alpha_j \in [0,1]0. A shared geometry transformer backbone, such as MASt3R or VGGT, produces multi-view feature tokens. Two Dense Prediction Transformer heads decode these tokens into a “Gaussian center” head that predicts per-pixel 3D centers αj[0,1]\alpha_j \in [0,1]1 and a “Gaussian parameter” head that predicts per-pixel attributes αj[0,1]\alpha_j \in [0,1]2, αj[0,1]\alpha_j \in [0,1]3, αj[0,1]\alpha_j \in [0,1]4, and αj[0,1]\alpha_j \in [0,1]5. These define base canonical Gaussians

αj[0,1]\alpha_j \in [0,1]6

aligned to the coordinate frame of view 1. A lightweight pose head regresses each view’s relative extrinsic αj[0,1]\alpha_j \in [0,1]7 in a single forward pass using 6D rotation and 4D translation (Jeong et al., 26 Mar 2026).

The defining component is the view-dependent head, also DPT-based, which outputs the weights of pixel-wise dynamic MLPs. At render time, each view MLP is instantiated and receives a 4-D target-pose feature αj[0,1]\alpha_j \in [0,1]8, where αj[0,1]\alpha_j \in [0,1]9 is the unit vector from jj0 to the target camera center and jj1 is the log-distance. Each view MLP has one hidden layer of jj2 units with ReLU and predicts residuals jj3, jj4, jj5, jj6, and jj7.

These residuals are applied element-wise:

jj8

In compact form,

jj9

where pp0 denotes per-component addition with quaternion re-normalization. The paper explicitly frames this as a shift from static primitive regression to view-adaptive dynamic splatting. A common misconception is that the mechanism is limited to view-dependent color modeling; in fact, the residual updates cover 3D position, scale, rotation, opacity, and color.

5. Objectives, optimization, and reported performance

The hierarchical ViewSplat supervises the rendered novel-view image from each intermediate fused Gaussian set. With ground-truth novel image pp1 and stage-pp2 rendering pp3, the loss is

pp4

with default pp5 and pp6. In the two-view setting on RealEstate10K / ACID, the reported stage-3 performance is PSNR pp7 versus single-scale MVSplat pp8 pp9, SSIM Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),0 versus Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),1, and LPIPS Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),2 versus Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),3. For zero-shot cross-dataset evaluation, trained on RealEstate10K and tested on Replica, stage 3 reports PSNR Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),4 versus PixelSplat Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),5 Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),6 (Tang et al., 2024).

The dynamic ViewSplat uses a total loss

Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),7

where

Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),8

and

Gj(p)=αjcjN2(up;Π(μj),ΠΣjΠT+σimage2I2),G_j(p) = \alpha_j \cdot c_j \cdot N_2(u_p; \Pi(\mu_j), \Pi \Sigma_j \Pi^T + \sigma_{\text{image}}^2 I_2),9

The hyper-parameters are Π\Pi0 and Π\Pi1. The implementation uses PyTorch with a CUDA-accelerated 3DGS renderer; MASt3R is used for SPFSplat/V2 and VGGT for the V2-L variant; image resolution is Π\Pi2 and Π\Pi3 for V2-L; initialization comes from pre-trained SPFSplat or SPFSplatV2 with the view-dependent head zero-initialized; the optimizer is Adam with learning rate Π\Pi4, batch size Π\Pi5, a frozen backbone, and a curriculum that progressively increases inter-view frame distance. On RealEstate10K with SPFSplatV2-L backbone, the reported performance is PSNR Π\Pi6 dB, SSIM Π\Pi7, and LPIPS Π\Pi8, compared with static SPFSplatV2-L at Π\Pi9, corresponding to jj00 dB PSNR. Efficiency on one RTX 4090 is reported as inference time jj01 s jj02 FPS) and rendering jj03 FPS. Trained on RE10K and evaluated zero-shot on ACID and DTU, the method shows consistent jj04–jj05 dB gains. Ablations report that the full residual set jj06 is needed and that decoupling jj07 and jj08 causes collapse (Jeong et al., 26 Mar 2026).

These two performance profiles reflect different operating assumptions. The hierarchical system emphasizes sparse two-view generalization and cross-dataset behavior under a coarse-to-fine schedule. The dynamic system emphasizes unposed-image synthesis, single-forward-pass pose regression, and residual adaptability at render time.

6. Position within the broader Gaussian-splatting landscape

ViewSplat belongs to a broader family of feed-forward Gaussian-splatting systems that differ in supervision, coordinate assumptions, and deployment context. “Cross-View Splatter” is a feed-forward method that predicts pixel-aligned Gaussian splats for outdoor scenes captured at ground level and by satellite, fusing orthorectified satellite views with GPS-tagged ground photos in a unified 3D coordinate frame. Its architecture alternates Attn_frame and Attn_global layers with jj09 bidirectional cross-attention layers jj10, and its reported results include Tanks & Temples combined PSNR jj11 versus ground-only jj12 in sparse settings (Turkulainen et al., 19 May 2026).

At the systems level, “SplatBus” is a Gaussian Splatting Viewer Framework via GPU Interprocess Communication. It separates a Gaussian-splatting renderer from one or more interactive viewers, using two TCP channels and a CUDA IPC channel for bulk image data, and is intended to integrate 3DGS outputs with external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers (Xu et al., 21 Jan 2026).

This wider context clarifies several points of interpretation. ViewSplat is not synonymous with all feed-forward 3D Gaussian splatting. It is also not uniformly tied to a single camera assumption: the hierarchical variant relies on sparse reference views with an MVS-style cost volume, whereas the dynamic variant explicitly targets unposed images and regresses relative extrinsics in a single forward pass. The term therefore identifies a line of methods centered on feed-forward Gaussian prediction and rasterization, but the concrete realization depends on whether the goal is hierarchical sparse-view reconstruction or view-adaptive dynamic synthesis.

Topic to Video (Beta)

No one has generated a video about this topic yet.

Whiteboard

No one has generated a whiteboard explanation for this topic yet.

Follow Topic

Get notified by email when new papers are published related to ViewSplat.