3D Gaussian Splatting (3DGS) provides an explicit and efficient scene representation, but its primitives lack inherent object-level identity, hindering downstream tasks such as open-vocabulary scene understanding. Existing methods typically address this by either distilling high-dimensional feature embeddings into Gaussians or by lifting 2D mask labels into 3D via heuristic refinement. However, feature-based approaches incur heavy storage and decoding overhead, while lifting-based pipelines remain vulnerable to label contamination: Gaussians necessary for appearance reconstruction often receive incorrect object labels during 2D-to-3D projection. We propose OP2GS, an object-aware Gaussian representation that augments each primitive with an explicit instance identity and a dedicated instance opacity $σ^{*}$ for object-mask rendering. The original opacity $σ$ remains responsible for visual reconstruction, while $σ^{*}$ models whether a Gaussian should contribute to a particular object mask. This dual-opacity formulation decouples visual existence from instance occupancy: mislabeled Gaussians can remain available for image rendering while becoming transparent in the object-mask branch. To learn this representation, we introduce a random object loss that optimizes the 1D instance occupancy field using the standard transmittance-based visibility of 3DGS. Semantic descriptors are then attached at the object level through multi-view aggregation, eliminating per-Gaussian feature storage. Compared with feature-training approaches, OP2GS achieves competitive open-vocabulary performance while significantly reducing computational overhead. Compared with training-free pipelines, it leverages physically consistent occupancy learning to resolve visibility ambiguities.
A Mixed-Primitive-based Gaussian Splatting Method for Surface Reconstruction
Lancaster University, United Kingdom(兰卡斯特大学,英国);The University of Queensland, Australia(昆士兰大学,澳大利亚);The Hong Kong Polytechnic University, China(香港理工大学,中国);University at Buffalo, United States of America(布法罗大学,美国)
UGOD: Uncertainty-Guided Opacity and Dropout for Sparse-View 3D Gaussian Splatting
Manchester Metropolitan University(曼彻斯特城市大学);University of Surrey(萨里大学);Imperial College London(帝国理工学院);University of Exeter(埃克塞特大学);Southeast University(东南大学);Nanjing University of Science and Technology(南京理工大学);University of Leeds(利兹大学);Aston University(阿斯顿大学)
Opacity-Gradient Driven Density Control for Compact and Efficient Few-Shot 3D Gaussian Splatting
Department of Computer Science and Physics, Wilfrid Laurier University(计算机科学与物理系,威尔弗里德·劳里尔大学);Department of Computer Science(计算机科学系);Physics, Wilfrid Laurier University(物理系,威尔弗里德·劳里尔大学)
TOGS: Gaussian Splatting with Temporal Opacity Offset for Real-Time 4D DSA Rendering
School of Electronic Information and Communications, Huazhong University of Science and Technology(华中科技大学电子信息与通信学院);Union Hospital, Tongji Medical College, Huazhong University of Science and Technology(华中科技大学同济医学院附属协和医院)
本文提出 TOGS,通过随时间变化的 Gaussian 不透明度偏移表、Smooth loss 和随机剪枝,实现稀疏视角下高质量、低存储的实时 4D DSA 渲染。
PLEDGE: Progressive Lossy Error-Bounded Compression of 3D Gaussian Splatting
Oregon State University(俄勒冈州立大学);The Ohio State University(俄亥俄州立大学);Argonne National Laboratory(阿贡国家实验室);The University of Texas Rio Grande Valley(德克萨斯大学里奥格兰德河谷分校)
Hunan University(湖南大学);Nanyang Technological University(南洋理工大学);Lushan Innovation Lab(庐山创新实验室);Key Laboratory of Digital Culture Smart Design Technology, Minstry of Culture and Tourism(文化与旅游部数字文化智能设计技术重点实验室)
On the Geometric Accuracy of Implicit and Primitive-based Representations Derived from View Rendering Constraints
KU Leuven, Dept. Electrical Engineering, Research unit Processing Speech and Images(KU莱顿,电气工程系,语音与图像研究单位);UCLouvain, ICTEAM, Dept. Electrical Engineering(UCLouvain,ICTEAM,电气工程系);KU Leuven, Dept. Mechanical Engineering, Research unit Robotics, Automation and Mechatronics(KU莱顿,机械工程系,机器人、自动化与机电研究单位)