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Aug 31

YoNoSplat: You Only Need One Model for Feedforward 3D Gaussian Splatting

Fast and flexible 3D scene reconstruction from unstructured image collections remains a significant challenge. We present YoNoSplat, a feedforward model that reconstructs high-quality 3D Gaussian Splatting representations from an arbitrary number of images. Our model is highly versatile, operating effectively with both posed and unposed, calibrated and uncalibrated inputs. YoNoSplat predicts local Gaussians and camera poses for each view, which are aggregated into a global representation using either predicted or provided poses. To overcome the inherent difficulty of jointly learning 3D Gaussians and camera parameters, we introduce a novel mixing training strategy. This approach mitigates the entanglement between the two tasks by initially using ground-truth poses to aggregate local Gaussians and gradually transitioning to a mix of predicted and ground-truth poses, which prevents both training instability and exposure bias. We further resolve the scale ambiguity problem by a novel pairwise camera-distance normalization scheme and by embedding camera intrinsics into the network. Moreover, YoNoSplat also predicts intrinsic parameters, making it feasible for uncalibrated inputs. YoNoSplat demonstrates exceptional efficiency, reconstructing a scene from 100 views (at 280x518 resolution) in just 2.69 seconds on an NVIDIA GH200 GPU. It achieves state-of-the-art performance on standard benchmarks in both pose-free and pose-dependent settings. Our project page is at https://botaoye.github.io/yonosplat/.

  • 5 authors
·
Nov 10, 2025

ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion

3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis by optimizing freely placed primitives in 3D and adaptively densifying them in under-reconstructed regions. However, this scene-adaptive capacity allocation is largely lost in existing feed-forward 3DGS methods, which commonly regress Gaussians at input pixels and lift them along camera rays. Such pixel-aligned formulations make the number and placement of primitives depend on image resolution and input viewpoints rather than scene complexity, resulting in dense and often redundant Gaussian sets. We present ATSplat, a feed-forward 3DGS framework that restores the adaptive allocation capability of 3DGS optimization through Adaptive 3D Tokens. ATSplat first lifts coarse patch-level depth and camera cues into sparse 3D anchor tokens, forming a compact scaffold of the scene. Each token is then regressed into local Gaussians with learnable 3D offsets, decoupling primitive placement from input image grids. An Adaptive Token Expansion module predicts a token-level uncertainty score, supervised by rendering error maps, and selectively expands high-uncertainty tokens through learnable expansion layers. This sparse-to-adaptive formulation enables ATSplat to concentrate primitives in challenging regions while maintaining a compact representation. Experiments on two representative datasets, RealEstate10K and DL3DV, show that ATSplat achieves state-of-the-art rendering quality while reducing the number of Gaussians by more than 5.7times compared with dense feed-forward 3DGS methods. From 12 input images at 512 times 960 resolution, ATSplat completes reconstruction in less than a second using a single commercial GPU, and renders high-quality novel views at 1136 FPS (512 times 960) with only 311K Gaussians.

  • 5 authors
·
Jul 21 1

Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated remarkable rendering fidelity and efficiency. However, these methods still rely on computationally expensive sequential alpha-blending operations, resulting in significant overhead, particularly on resource-constrained platforms. In this paper, we propose Duplex-GS, a dual-hierarchy framework that integrates proxy Gaussian representations with order-independent rendering techniques to achieve photorealistic results while sustaining real-time performance. To mitigate the overhead caused by view-adaptive radix sort, we introduce cell proxies for local Gaussians management and propose cell search rasterization for further acceleration. By seamlessly combining our framework with Order-Independent Transparency (OIT), we develop a physically inspired weighted sum rendering technique that simultaneously eliminates "popping" and "transparency" artifacts, yielding substantial improvements in both accuracy and efficiency. Extensive experiments on a variety of real-world datasets demonstrate the robustness of our method across diverse scenarios, including multi-scale training views and large-scale environments. Our results validate the advantages of the OIT rendering paradigm in Gaussian Splatting, achieving high-quality rendering with an impressive 1.5 to 4 speedup over existing OIT based Gaussian Splatting approaches and 52.2% to 86.9% reduction of the radix sort overhead without quality degradation.

  • 5 authors
·
Aug 5, 2025

Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections

Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents Wild-GS, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. Wild-GS determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, Wild-GS explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that Wild-GS achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques.

  • 3 authors
·
Jun 14, 2024

UniVoxel: Fast Inverse Rendering by Unified Voxelization of Scene Representation

Typical inverse rendering methods focus on learning implicit neural scene representations by modeling the geometry, materials and illumination separately, which entails significant computations for optimization. In this work we design a Unified Voxelization framework for explicit learning of scene representations, dubbed UniVoxel, which allows for efficient modeling of the geometry, materials and illumination jointly, thereby accelerating the inverse rendering significantly. To be specific, we propose to encode a scene into a latent volumetric representation, based on which the geometry, materials and illumination can be readily learned via lightweight neural networks in a unified manner. Particularly, an essential design of UniVoxel is that we leverage local Spherical Gaussians to represent the incident light radiance, which enables the seamless integration of modeling illumination into the unified voxelization framework. Such novel design enables our UniVoxel to model the joint effects of direct lighting, indirect lighting and light visibility efficiently without expensive multi-bounce ray tracing. Extensive experiments on multiple benchmarks covering diverse scenes demonstrate that UniVoxel boosts the optimization efficiency significantly compared to other methods, reducing the per-scene training time from hours to 18 minutes, while achieving favorable reconstruction quality. Code is available at https://github.com/freemantom/UniVoxel.

  • 5 authors
·
Jul 28, 2024

Topology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric Videos

Volumetric video is emerging as a key medium for digitizing the dynamic physical world, creating the virtual environments with six degrees of freedom to deliver immersive user experiences. However, robustly modeling general dynamic scenes, especially those involving topological changes while maintaining long-term tracking remains a fundamental challenge. In this paper, we present TaoGS, a novel topology-aware dynamic Gaussian representation that disentangles motion and appearance to support, both, long-range tracking and topological adaptation. We represent scene motion with a sparse set of motion Gaussians, which are continuously updated by a spatio-temporal tracker and photometric cues that detect structural variations across frames. To capture fine-grained texture, each motion Gaussian anchors and dynamically activates a set of local appearance Gaussians, which are non-rigidly warped to the current frame to provide strong initialization and significantly reduce training time. This activation mechanism enables efficient modeling of detailed textures and maintains temporal coherence, allowing high-fidelity rendering even under challenging scenarios such as changing clothes. To enable seamless integration into codec-based volumetric formats, we introduce a global Gaussian Lookup Table that records the lifespan of each Gaussian and organizes attributes into a lifespan-aware 2D layout. This structure aligns naturally with standard video codecs and supports up to 40 compression. TaoGS provides a unified, adaptive solution for scalable volumetric video under topological variation, capturing moments where "elegance in motion" and "Power in Stillness", delivering immersive experiences that harmonize with the physical world.

  • 12 authors
·
Sep 9, 2025

Reference-based Controllable Scene Stylization with Gaussian Splatting

Referenced-based scene stylization that edits the appearance based on a content-aligned reference image is an emerging research area. Starting with a pretrained neural radiance field (NeRF), existing methods typically learn a novel appearance that matches the given style. Despite their effectiveness, they inherently suffer from time-consuming volume rendering, and thus are impractical for many real-time applications. In this work, we propose ReGS, which adapts 3D Gaussian Splatting (3DGS) for reference-based stylization to enable real-time stylized view synthesis. Editing the appearance of a pretrained 3DGS is challenging as it uses discrete Gaussians as 3D representation, which tightly bind appearance with geometry. Simply optimizing the appearance as prior methods do is often insufficient for modeling continuous textures in the given reference image. To address this challenge, we propose a novel texture-guided control mechanism that adaptively adjusts local responsible Gaussians to a new geometric arrangement, serving for desired texture details. The proposed process is guided by texture clues for effective appearance editing, and regularized by scene depth for preserving original geometric structure. With these novel designs, we show ReGs can produce state-of-the-art stylization results that respect the reference texture while embracing real-time rendering speed for free-view navigation.

  • 3 authors
·
Jul 9, 2024

MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes

Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size. Project website: https://md-splatting.github.io/.

  • 7 authors
·
Nov 30, 2023

VolSegGS: Segmentation and Tracking in Dynamic Volumetric Scenes via Deformable 3D Gaussians

Visualization of large-scale time-dependent simulation data is crucial for domain scientists to analyze complex phenomena, but it demands significant I/O bandwidth, storage, and computational resources. To enable effective visualization on local, low-end machines, recent advances in view synthesis techniques, such as neural radiance fields, utilize neural networks to generate novel visualizations for volumetric scenes. However, these methods focus on reconstruction quality rather than facilitating interactive visualization exploration, such as feature extraction and tracking. We introduce VolSegGS, a novel Gaussian splatting framework that supports interactive segmentation and tracking in dynamic volumetric scenes for exploratory visualization and analysis. Our approach utilizes deformable 3D Gaussians to represent a dynamic volumetric scene, allowing for real-time novel view synthesis. For accurate segmentation, we leverage the view-independent colors of Gaussians for coarse-level segmentation and refine the results with an affinity field network for fine-level segmentation. Additionally, by embedding segmentation results within the Gaussians, we ensure that their deformation enables continuous tracking of segmented regions over time. We demonstrate the effectiveness of VolSegGS with several time-varying datasets and compare our solutions against state-of-the-art methods. With the ability to interact with a dynamic scene in real time and provide flexible segmentation and tracking capabilities, VolSegGS offers a powerful solution under low computational demands. This framework unlocks exciting new possibilities for time-varying volumetric data analysis and visualization.

  • 2 authors
·
Jul 16, 2025

MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has made significant strides in scene representation and neural rendering, with intense efforts focused on adapting it for dynamic scenes. Despite delivering remarkable rendering quality and speed, existing methods struggle with storage demands and representing complex real-world motions. To tackle these issues, we propose MoDecGS, a memory-efficient Gaussian splatting framework designed for reconstructing novel views in challenging scenarios with complex motions. We introduce GlobaltoLocal Motion Decomposition (GLMD) to effectively capture dynamic motions in a coarsetofine manner. This approach leverages Global Canonical Scaffolds (Global CS) and Local Canonical Scaffolds (Local CS), extending static Scaffold representation to dynamic video reconstruction. For Global CS, we propose Global Anchor Deformation (GAD) to efficiently represent global dynamics along complex motions, by directly deforming the implicit Scaffold attributes which are anchor position, offset, and local context features. Next, we finely adjust local motions via the Local Gaussian Deformation (LGD) of Local CS explicitly. Additionally, we introduce Temporal Interval Adjustment (TIA) to automatically control the temporal coverage of each Local CS during training, allowing MoDecGS to find optimal interval assignments based on the specified number of temporal segments. Extensive evaluations demonstrate that MoDecGS achieves an average 70% reduction in model size over stateoftheart methods for dynamic 3D Gaussians from realworld dynamic videos while maintaining or even improving rendering quality.

  • 6 authors
·
Jan 7, 2025 2

SmartSplat: Feature-Smart Gaussians for Scalable Compression of Ultra-High-Resolution Images

Recent advances in generative AI have accelerated the production of ultra-high-resolution visual content, posing significant challenges for efficient compression and real-time decoding on end-user devices. Inspired by 3D Gaussian Splatting, recent 2D Gaussian image models improve representation efficiency, yet existing methods struggle to balance compression ratio and reconstruction fidelity in ultra-high-resolution scenarios. To address this issue, we propose SmartSplat, a highly adaptive and feature-aware GS-based image compression framework that supports arbitrary image resolutions and compression ratios. SmartSplat leverages image-aware features such as gradients and color variances, introducing a Gradient-Color Guided Variational Sampling strategy together with an Exclusion-based Uniform Sampling scheme to improve the non-overlapping coverage of Gaussian primitives in pixel space. In addition, we propose a Scale-Adaptive Gaussian Color Sampling method to enhance color initialization across scales. Through joint optimization of spatial layout, scale, and color initialization, SmartSplat efficiently captures both local structures and global textures using a limited number of Gaussians, achieving high reconstruction quality under strong compression. Extensive experiments on DIV8K and a newly constructed 16K dataset demonstrate that SmartSplat consistently outperforms state-of-the-art methods at comparable compression ratios and exceeds their compression limits, showing strong scalability and practical applicability. The code is publicly available at https://github.com/lif314/SmartSplat.

  • 4 authors
·
Dec 23, 2025

GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on https://Gaussian-Property.github.io{this https URL}.

  • 11 authors
·
Dec 15, 2024 2

CAGS: Open-Vocabulary 3D Scene Understanding with Context-Aware Gaussian Splatting

Open-vocabulary 3D scene understanding is crucial for applications requiring natural language-driven spatial interpretation, such as robotics and augmented reality. While 3D Gaussian Splatting (3DGS) offers a powerful representation for scene reconstruction, integrating it with open-vocabulary frameworks reveals a key challenge: cross-view granularity inconsistency. This issue, stemming from 2D segmentation methods like SAM, results in inconsistent object segmentations across views (e.g., a "coffee set" segmented as a single entity in one view but as "cup + coffee + spoon" in another). Existing 3DGS-based methods often rely on isolated per-Gaussian feature learning, neglecting the spatial context needed for cohesive object reasoning, leading to fragmented representations. We propose Context-Aware Gaussian Splatting (CAGS), a novel framework that addresses this challenge by incorporating spatial context into 3DGS. CAGS constructs local graphs to propagate contextual features across Gaussians, reducing noise from inconsistent granularity, employs mask-centric contrastive learning to smooth SAM-derived features across views, and leverages a precomputation strategy to reduce computational cost by precomputing neighborhood relationships, enabling efficient training in large-scale scenes. By integrating spatial context, CAGS significantly improves 3D instance segmentation and reduces fragmentation errors on datasets like LERF-OVS and ScanNet, enabling robust language-guided 3D scene understanding.

  • 4 authors
·
Apr 16, 2025

High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction Model

Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.

  • 5 authors
·
Apr 2, 2025

EmbodiedOcc: Embodied 3D Occupancy Prediction for Vision-based Online Scene Understanding

3D occupancy prediction provides a comprehensive description of the surrounding scenes and has become an essential task for 3D perception. Most existing methods focus on offline perception from one or a few views and cannot be applied to embodied agents that demand to gradually perceive the scene through progressive embodied exploration. In this paper, we formulate an embodied 3D occupancy prediction task to target this practical scenario and propose a Gaussian-based EmbodiedOcc framework to accomplish it. We initialize the global scene with uniform 3D semantic Gaussians and progressively update local regions observed by the embodied agent. For each update, we extract semantic and structural features from the observed image and efficiently incorporate them via deformable cross-attention to refine the regional Gaussians. Finally, we employ Gaussian-to-voxel splatting to obtain the global 3D occupancy from the updated 3D Gaussians. Our EmbodiedOcc assumes an unknown (i.e., uniformly distributed) environment and maintains an explicit global memory of it with 3D Gaussians. It gradually gains knowledge through the local refinement of regional Gaussians, which is consistent with how humans understand new scenes through embodied exploration. We reorganize an EmbodiedOcc-ScanNet benchmark based on local annotations to facilitate the evaluation of the embodied 3D occupancy prediction task. Our EmbodiedOcc outperforms existing methods by a large margin and accomplishes the embodied occupancy prediction with high accuracy and efficiency. Code: https://github.com/YkiWu/EmbodiedOcc.

  • 6 authors
·
Dec 5, 2024

PanopticSplatting: End-to-End Panoptic Gaussian Splatting

Open-vocabulary panoptic reconstruction is a challenging task for simultaneous scene reconstruction and understanding. Recently, methods have been proposed for 3D scene understanding based on Gaussian splatting. However, these methods are multi-staged, suffering from the accumulated errors and the dependence of hand-designed components. To streamline the pipeline and achieve global optimization, we propose PanopticSplatting, an end-to-end system for open-vocabulary panoptic reconstruction. Our method introduces query-guided Gaussian segmentation with local cross attention, lifting 2D instance masks without cross-frame association in an end-to-end way. The local cross attention within view frustum effectively reduces the training memory, making our model more accessible to large scenes with more Gaussians and objects. In addition, to address the challenge of noisy labels in 2D pseudo masks, we propose label blending to promote consistent 3D segmentation with less noisy floaters, as well as label warping on 2D predictions which enhances multi-view coherence and segmentation accuracy. Our method demonstrates strong performances in 3D scene panoptic reconstruction on the ScanNet-V2 and ScanNet++ datasets, compared with both NeRF-based and Gaussian-based panoptic reconstruction methods. Moreover, PanopticSplatting can be easily generalized to numerous variants of Gaussian splatting, and we demonstrate its robustness on different Gaussian base models.

  • 8 authors
·
Mar 23, 2025

CaricatureGS: Exaggerating 3D Gaussian Splatting Faces With Gaussian Curvature

A photorealistic and controllable 3D caricaturization framework for faces is introduced. We start with an intrinsic Gaussian curvature-based surface exaggeration technique, which, when coupled with texture, tends to produce over-smoothed renders. To address this, we resort to 3D Gaussian Splatting (3DGS), which has recently been shown to produce realistic free-viewpoint avatars. Given a multiview sequence, we extract a FLAME mesh, solve a curvature-weighted Poisson equation, and obtain its exaggerated form. However, directly deforming the Gaussians yields poor results, necessitating the synthesis of pseudo-ground-truth caricature images by warping each frame to its exaggerated 2D representation using local affine transformations. We then devise a training scheme that alternates real and synthesized supervision, enabling a single Gaussian collection to represent both natural and exaggerated avatars. This scheme improves fidelity, supports local edits, and allows continuous control over the intensity of the caricature. In order to achieve real-time deformations, an efficient interpolation between the original and exaggerated surfaces is introduced. We further analyze and show that it has a bounded deviation from closed-form solutions. In both quantitative and qualitative evaluations, our results outperform prior work, delivering photorealistic, geometry-controlled caricature avatars.

Scenes as Objects, Not Primitives: Instance-Structured 3D Tokenization from Unposed Views

A 3D scene is understood through its objects, not the primitives that compose them. Yet feed-forward reconstruction methods output dense, unstructured sets of points or Gaussians, leaving object-level structure to be recovered after the fact. We propose a feed-forward framework that decomposes a scene into instance-structured 3D token groups directly from unposed multi-view images -- compact object-centric units from which reconstruction, segmentation, and manipulation all follow. Each token group pairs an instance token capturing entity-level identity with anchor tokens that encode local geometry and appearance, which are decoded into a set of 3D Gaussians. This two-level factorization decouples object identity from local appearance, making object instances a native interface of the representation rather than a derived product. The token groups are learned through differentiable rendering with joint reconstruction and segmentation supervision, requiring no 3D annotations. Our feed-forward model surpasses per-scene optimization baselines in class-agnostic instance segmentation while remaining competitive in novel view synthesis. Beyond these metrics, the same token groups directly unlock instance-level scene editing -- removing, translating, or inserting objects by operating on their groups -- as well as efficient open-vocabulary 3D instance retrieval, where retrieval complexity scales with the number of instances rather than primitives.

  • 6 authors
·
Jun 27 2

Test-Time Compositional Generalization in Diffusion Models via Concept Discovery

Compositional generalization requires models to produce novel configurations from familiar parts. In diffusion models, prior compositional generation methods typically assume that the relevant concepts or conditioning signals are already available. We instead ask whether a pretrained diffusion model can discover query-specific concepts from the time-indexed scores it learns for the noisy marginals p_t(x_t) and compose them at test time. Given a single out-of-distribution query, our method performs gradient ascent on s_θ(x_t,t) approx nabla_{x_t}log p_t(x_t) at multiple noising timesteps to recover local density modes, maps these modes into clean-space Gaussians, greedily selects relevant prototypes with a submodular likelihood objective, and combines them into a product-of-experts (PoE) teacher model with an analytic score. This teacher model can be sampled directly through classifier-free guidance or used to generate a sample pool for training a new class embedding and low-rank adapter. On held-out composition benchmarks built from ColorMNIST and CelebA, both the analytic PoE sampler and the low-rank adapted model outperform query-only and nearest trained-class baselines. These results suggest that the time-indexed score geometry of the diffusion model contains reusable density-mode concepts that support test-time compositional generation without a predefined concept library.

  • 4 authors
·
May 7

Iterative Methods via Locally Evolving Set Process

Given the damping factor α and precision tolerance ε, andersen2006local introduced Approximate Personalized PageRank (APPR), the de facto local method for approximating the PPR vector, with runtime bounded by Θ(1/(αε)) independent of the graph size. Recently, fountoulakis2022open asked whether faster local algorithms could be developed using O(1/(sqrtαε)) operations. By noticing that APPR is a local variant of Gauss-Seidel, this paper explores the question of whether standard iterative solvers can be effectively localized. We propose to use the locally evolving set process, a novel framework to characterize the algorithm locality, and demonstrate that many standard solvers can be effectively localized. Let operatorname{vol}{ (S_t)} and overlineγ_{t} be the running average of volume and the residual ratio of active nodes textstyle S_{t} during the process. We show operatorname{vol}{ (S_t)}/overlineγ_{t} leq 1/ε and prove APPR admits a new runtime bound O(operatorname{vol}(S_t)/(αoverlineγ_{t})) mirroring the actual performance. Furthermore, when the geometric mean of residual reduction is Θ(sqrtα), then there exists c in (0,2) such that the local Chebyshev method has runtime O(operatorname{vol}(S_{t})/(sqrtα(2-c))) without the monotonicity assumption. Numerical results confirm the efficiency of this novel framework and show up to a hundredfold speedup over corresponding standard solvers on real-world graphs.

  • 6 authors
·
Oct 18, 2024

Improved Analysis of Sparse Linear Regression in Local Differential Privacy Model

In this paper, we revisit the problem of sparse linear regression in the local differential privacy (LDP) model. Existing research in the non-interactive and sequentially local models has focused on obtaining the lower bounds for the case where the underlying parameter is 1-sparse, and extending such bounds to the more general k-sparse case has proven to be challenging. Moreover, it is unclear whether efficient non-interactive LDP (NLDP) algorithms exist. To address these issues, we first consider the problem in the epsilon non-interactive LDP model and provide a lower bound of Omega(sqrt{dklog d}{nepsilon}) on the ell_2-norm estimation error for sub-Gaussian data, where n is the sample size and d is the dimension of the space. We propose an innovative NLDP algorithm, the very first of its kind for the problem. As a remarkable outcome, this algorithm also yields a novel and highly efficient estimator as a valuable by-product. Our algorithm achieves an upper bound of O({dsqrt{k}{nepsilon}}) for the estimation error when the data is sub-Gaussian, which can be further improved by a factor of O(d) if the server has additional public but unlabeled data. For the sequentially interactive LDP model, we show a similar lower bound of Omega({sqrt{dk}{nepsilon}}). As for the upper bound, we rectify a previous method and show that it is possible to achieve a bound of O(ksqrt{d}{nepsilon}). Our findings reveal fundamental differences between the non-private case, central DP model, and local DP model in the sparse linear regression problem.

  • 5 authors
·
Oct 11, 2023

Learning quantum many-body data locally: A provably scalable framework

Machine learning (ML) holds great promise for extracting insights from complex quantum many-body data obtained in quantum experiments. This approach can efficiently solve certain quantum problems that are classically intractable, suggesting potential advantages of harnessing quantum data. However, addressing large-scale problems still requires significant amounts of data beyond the limited computational resources of near-term quantum devices. We propose a scalable ML framework called Geometrically Local Quantum Kernel (GLQK), designed to efficiently learn quantum many-body experimental data by leveraging the exponential decay of correlations, a phenomenon prevalent in noncritical systems. In the task of learning an unknown polynomial of quantum expectation values, we rigorously prove that GLQK substantially improves polynomial sample complexity in the number of qubits n, compared to the existing shadow kernel, by constructing a feature space from local quantum information at the correlation length scale. This improvement is particularly notable when each term of the target polynomial involves few local subsystems. Remarkably, for translationally symmetric data, GLQK achieves constant sample complexity, independent of n. We numerically demonstrate its high scalability in two learning tasks on quantum many-body phenomena. These results establish new avenues for utilizing experimental data to advance the understanding of quantum many-body physics.

  • 5 authors
·
Sep 16, 2025

Quantum advantage from random geometrically-two-local Hamiltonian dynamics

Classical hardness-of-sampling results are largely established for random quantum circuits, whereas analog simulators natively realize time evolutions under geometrically local Hamiltonians. Does a typical such Hamiltonian already yield classically-intractable dynamics? We answer this question in the affirmative for the ensemble of geometrically-2-local Hamiltonians with Gaussian coefficients, evolved for constant time. This naturally leads to a quantum advantage scheme with clear prospects for experimental realization, necessitating only course-grained control. We give strong evidence of hardness for this physically-relevant ensemble. We develop the first worst-to-average-case reduction for approximating output probabilities of (time-independent) geometrically-2-local Hamiltonian evolutions. Our reduction proceeds by nonstandard means: while we also leverage polynomial interpolation, unlike previous works, we reduce directly to an evaluator for the exact distribution over Hamiltonians, from which we are trying to prove that sampling is hard. Previous works instead sampled from various perturbations of the true distribution, introducing additional constraints meant to keep the perturbation, measured in total variation distance, under control. We dispense with this step. Our reduction consists in a robust multivariate polynomial interpolation, reduced to sequential robust univariate interpolations via the symmetries of the Gaussian. We circumvent the fact that random Hamiltonians lack a hiding symmetry, a key property in previous proofs. We also contribute an algorithmic version of Berlekamp-Welch to deal with errored evaluations, solving an open problem from the RCS literature. We expect the machinery we develop to find use in average-case Hamiltonian complexity, filling in a gap in this literature which has thus far focussed on worst-case hardness results.

  • 1 authors
·
Oct 6, 2025

Gaussian Process Optimization with Adaptive Sketching: Scalable and No Regret

Gaussian processes (GP) are a well studied Bayesian approach for the optimization of black-box functions. Despite their effectiveness in simple problems, GP-based algorithms hardly scale to high-dimensional functions, as their per-iteration time and space cost is at least quadratic in the number of dimensions d and iterations t. Given a set of A alternatives to choose from, the overall runtime O(t^3A) is prohibitive. In this paper we introduce BKB (budgeted kernelized bandit), a new approximate GP algorithm for optimization under bandit feedback that achieves near-optimal regret (and hence near-optimal convergence rate) with near-constant per-iteration complexity and remarkably no assumption on the input space or covariance of the GP. We combine a kernelized linear bandit algorithm (GP-UCB) with randomized matrix sketching based on leverage score sampling, and we prove that randomly sampling inducing points based on their posterior variance gives an accurate low-rank approximation of the GP, preserving variance estimates and confidence intervals. As a consequence, BKB does not suffer from variance starvation, an important problem faced by many previous sparse GP approximations. Moreover, we show that our procedure selects at most O(d_{eff}) points, where d_{eff} is the effective dimension of the explored space, which is typically much smaller than both d and t. This greatly reduces the dimensionality of the problem, thus leading to a O(TAd_{eff}^2) runtime and O(A d_{eff}) space complexity.

  • 5 authors
·
Aug 26, 2019

Kernel Density Estimators in Large Dimensions

This paper studies Kernel density estimation for a high-dimensional distribution rho(x). Traditional approaches have focused on the limit of large number of data points n and fixed dimension d. We analyze instead the regime where both the number n of data points y_i and their dimensionality d grow with a fixed ratio alpha=(log n)/d. Our study reveals three distinct statistical regimes for the kernel-based estimate of the density hat rho_h^{D}(x)=1{n h^d}sum_{i=1}^n Kleft(x-y_i{h}right), depending on the bandwidth h: a classical regime for large bandwidth where the Central Limit Theorem (CLT) holds, which is akin to the one found in traditional approaches. Below a certain value of the bandwidth, h_{CLT}(alpha), we find that the CLT breaks down. The statistics of hat rho_h^{D}(x) for a fixed x drawn from rho(x) is given by a heavy-tailed distribution (an alpha-stable distribution). In particular below a value h_G(alpha), we find that hat rho_h^{D}(x) is governed by extreme value statistics: only a few points in the database matter and give the dominant contribution to the density estimator. We provide a detailed analysis for high-dimensional multivariate Gaussian data. We show that the optimal bandwidth threshold based on Kullback-Leibler divergence lies in the new statistical regime identified in this paper. Our findings reveal limitations of classical approaches, show the relevance of these new statistical regimes, and offer new insights for Kernel density estimation in high-dimensional settings.

  • 2 authors
·
Aug 11, 2024

What Can We Learn Privately?

Learning problems form an important category of computational tasks that generalizes many of the computations researchers apply to large real-life data sets. We ask: what concept classes can be learned privately, namely, by an algorithm whose output does not depend too heavily on any one input or specific training example? More precisely, we investigate learning algorithms that satisfy differential privacy, a notion that provides strong confidentiality guarantees in contexts where aggregate information is released about a database containing sensitive information about individuals. We demonstrate that, ignoring computational constraints, it is possible to privately agnostically learn any concept class using a sample size approximately logarithmic in the cardinality of the concept class. Therefore, almost anything learnable is learnable privately: specifically, if a concept class is learnable by a (non-private) algorithm with polynomial sample complexity and output size, then it can be learned privately using a polynomial number of samples. We also present a computationally efficient private PAC learner for the class of parity functions. Local (or randomized response) algorithms are a practical class of private algorithms that have received extensive investigation. We provide a precise characterization of local private learning algorithms. We show that a concept class is learnable by a local algorithm if and only if it is learnable in the statistical query (SQ) model. Finally, we present a separation between the power of interactive and noninteractive local learning algorithms.

  • 5 authors
·
Feb 18, 2010

Implicit Gaussian process representation of vector fields over arbitrary latent manifolds

Gaussian processes (GPs) are popular nonparametric statistical models for learning unknown functions and quantifying the spatiotemporal uncertainty in data. Recent works have extended GPs to model scalar and vector quantities distributed over non-Euclidean domains, including smooth manifolds appearing in numerous fields such as computer vision, dynamical systems, and neuroscience. However, these approaches assume that the manifold underlying the data is known, limiting their practical utility. We introduce RVGP, a generalisation of GPs for learning vector signals over latent Riemannian manifolds. Our method uses positional encoding with eigenfunctions of the connection Laplacian, associated with the tangent bundle, readily derived from common graph-based approximation of data. We demonstrate that RVGP possesses global regularity over the manifold, which allows it to super-resolve and inpaint vector fields while preserving singularities. Furthermore, we use RVGP to reconstruct high-density neural dynamics derived from low-density EEG recordings in healthy individuals and Alzheimer's patients. We show that vector field singularities are important disease markers and that their reconstruction leads to a comparable classification accuracy of disease states to high-density recordings. Thus, our method overcomes a significant practical limitation in experimental and clinical applications.

  • 9 authors
·
Sep 28, 2023

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

  • 4 authors
·
Dec 19, 2023

Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes

3D Gaussian Splatting (3DGS) has emerged as a promising representation for photorealistic rendering of 3D scenes. However, its high storage requirements pose significant challenges for practical applications. We observe that Gaussians exhibit distinct roles and characteristics that are analogous to traditional artistic techniques -- Like how artists first sketch outlines before filling in broader areas with color, some Gaussians capture high-frequency features like edges and contours; While other Gaussians represent broader, smoother regions, that are analogous to broader brush strokes that add volume and depth to a painting. Based on this observation, we propose a novel hybrid representation that categorizes Gaussians into (i) Sketch Gaussians, which define scene boundaries, and (ii) Patch Gaussians, which cover smooth regions. Sketch Gaussians are efficiently encoded using parametric models, leveraging their geometric coherence, while Patch Gaussians undergo optimized pruning, retraining, and vector quantization to maintain volumetric consistency and storage efficiency. Our comprehensive evaluation across diverse indoor and outdoor scenes demonstrates that this structure-aware approach achieves up to 32.62% improvement in PSNR, 19.12% in SSIM, and 45.41% in LPIPS at equivalent model sizes, and correspondingly, for an indoor scene, our model maintains the visual quality with 2.3% of the original model size.

  • 5 authors
·
Jan 22, 2025

Convex Basins in Single-Index Model Loss Landscapes: Applications to Robust Recovery under Strong Adversarial Corruption

We study the problem of robustly learning Gaussian Single Index Models (SIMs) in the presence of heavy-tailed noise and a constant fraction of adversarially corrupted covariates and responses. Prior work on robust recovery has considered settings such as linear regression (Pensia et al., JASA 2024), strictly monotonic link functions (Awasthi et al., NeurIPS 2022), and phase retrieval (Buna and Rebeschini, AISTATS 2025). However, these techniques do not extend to generic asymmetric non-monotonic link functions such as GeLU and Swish, which arise naturally as scalar primitives in modern gated neural architectures. We close this gap by giving the first robust recovery algorithm with near-linear sample and time complexity for generic non-monotonic link functions, thereby establishing the first robust recovery guarantees for a broad family of nonlinear SIMs for which no guarantees were previously known. Our central contribution is a new structural understanding of the Gaussian squared-loss landscape under adversarial contamination. Crucially, we prove that for a broad class of nonlinear non-monotonic SIMs, a dimension-independent, constant-radius convex basin exists around the ground truth and is efficiently reachable via robust spectral initialization even under adversarial contamination. Prior works fail to establish both guarantees simultaneously, thereby either breaking down under adversarial contamination or failing to handle generic non-monotonic link functions. Together, these structural insights yield a principled warm start for robust gradient descent that provably converges to a final estimation error of O(σsqrtε) in O(nd) time with O(d) samples, where ε is the contamination fraction.

  • 3 authors
·
May 27

Linear equivalence of nonlinear recurrent neural networks

Large nonlinear recurrent neural networks with random couplings generate high-dimensional, potentially chaotic activity whose structure is of interest in neuroscience and other fields. A fundamental object encoding the collective structure of this activity is the N times N covariance matrix. Prior analytical work on the covariance matrix has been limited to low-dimensional summary statistics. Recent work proposed an ansatz in which, at large N, the covariance matrix for a typical quenched realization takes the same form as that of a linear network with the same couplings, driven by independent noise, with DMFT order parameters setting the transfer function and the noise spectrum. Here, we derive this ansatz using the two-site cavity method, providing two derivations with complementary perspectives. The first decomposes each unit's activity into a linear response to its local field and a nonlinear residual, and shows that cross-covariances between residuals at distinct sites are strongly suppressed, so the residuals act as independent noise driving a linear network. The second derives a self-consistent matrix equation for the covariance matrix. A naive Gaussian closure for the joint statistics of local fields at distinct sites misses cross terms that, in a linear network, would be generated by an external drive. The cavity method recovers these terms from non-Gaussian contributions, revealing an emergent external drive. Higher-order cross-site moments follow a Wick-like decomposition into products of pairwise covariances at leading order, reducing them to the linear-equivalent form. We verify the predictions in simulations. These results extend linear equivalence from feedforward high-dimensional nonlinear systems, where the activations are independent of the weights, to recurrent networks, where the activations are correlated with the couplings that generate them.

  • 1 authors
·
May 4

HyperGaussians: High-Dimensional Gaussian Splatting for High-Fidelity Animatable Face Avatars

We introduce HyperGaussians, a novel extension of 3D Gaussian Splatting for high-quality animatable face avatars. Creating such detailed face avatars from videos is a challenging problem and has numerous applications in augmented and virtual reality. While tremendous successes have been achieved for static faces, animatable avatars from monocular videos still fall in the uncanny valley. The de facto standard, 3D Gaussian Splatting (3DGS), represents a face through a collection of 3D Gaussian primitives. 3DGS excels at rendering static faces, but the state-of-the-art still struggles with nonlinear deformations, complex lighting effects, and fine details. While most related works focus on predicting better Gaussian parameters from expression codes, we rethink the 3D Gaussian representation itself and how to make it more expressive. Our insights lead to a novel extension of 3D Gaussians to high-dimensional multivariate Gaussians, dubbed 'HyperGaussians'. The higher dimensionality increases expressivity through conditioning on a learnable local embedding. However, splatting HyperGaussians is computationally expensive because it requires inverting a high-dimensional covariance matrix. We solve this by reparameterizing the covariance matrix, dubbed the 'inverse covariance trick'. This trick boosts the efficiency so that HyperGaussians can be seamlessly integrated into existing models. To demonstrate this, we plug in HyperGaussians into the state-of-the-art in fast monocular face avatars: FlashAvatar. Our evaluation on 19 subjects from 4 face datasets shows that HyperGaussians outperform 3DGS numerically and visually, particularly for high-frequency details like eyeglass frames, teeth, complex facial movements, and specular reflections.

  • 2 authors
·
Jul 3, 2025

Solving High Frequency and Multi-Scale PDEs with Gaussian Processes

Machine learning based solvers have garnered much attention in physical simulation and scientific computing, with a prominent example, physics-informed neural networks (PINNs). However, PINNs often struggle to solve high-frequency and multi-scale PDEs, which can be due to spectral bias during neural network training. To address this problem, we resort to the Gaussian process (GP) framework. To flexibly capture the dominant frequencies, we model the power spectrum of the PDE solution with a student t mixture or Gaussian mixture. We apply the inverse Fourier transform to obtain the covariance function (by Wiener-Khinchin theorem). The covariance derived from the Gaussian mixture spectrum corresponds to the known spectral mixture kernel. Next, we estimate the mixture weights in the log domain, which we show is equivalent to placing a Jeffreys prior. It automatically induces sparsity, prunes excessive frequencies, and adjusts the remaining toward the ground truth. Third, to enable efficient and scalable computation on massive collocation points, which are critical to capture high frequencies, we place the collocation points on a grid, and multiply our covariance function at each input dimension. We use the GP conditional mean to predict the solution and its derivatives so as to fit the boundary condition and the equation itself. As a result, we can derive a Kronecker product structure in the covariance matrix. We use Kronecker product properties and multilinear algebra to promote computational efficiency and scalability, without low-rank approximations. We show the advantage of our method in systematic experiments. The code is released at https://github.com/xuangu-fang/Gaussian-Process-Slover-for-High-Freq-PDE.

  • 6 authors
·
Nov 8, 2023

Local Augmentation for Graph Neural Networks

Graph Neural Networks (GNNs) have achieved remarkable performance on graph-based tasks. The key idea for GNNs is to obtain informative representation through aggregating information from local neighborhoods. However, it remains an open question whether the neighborhood information is adequately aggregated for learning representations of nodes with few neighbors. To address this, we propose a simple and efficient data augmentation strategy, local augmentation, to learn the distribution of the node features of the neighbors conditioned on the central node's feature and enhance GNN's expressive power with generated features. Local augmentation is a general framework that can be applied to any GNN model in a plug-and-play manner. It samples feature vectors associated with each node from the learned conditional distribution as additional input for the backbone model at each training iteration. Extensive experiments and analyses show that local augmentation consistently yields performance improvement when applied to various GNN architectures across a diverse set of benchmarks. For example, experiments show that plugging in local augmentation to GCN and GAT improves by an average of 3.4\% and 1.6\% in terms of test accuracy on Cora, Citeseer, and Pubmed. Besides, our experimental results on large graphs (OGB) show that our model consistently improves performance over backbones. Code is available at https://github.com/SongtaoLiu0823/LAGNN.

  • 9 authors
·
Sep 8, 2021

Curvature-Aligned Probing for Local Loss-Landscape Stabilization

Local loss-landscape stabilization under sample growth is typically measured either pointwise or through isotropic averaging in the full parameter space. Despite practical value, both choices probe directions that contribute little to the dominant local deformation of strongly anisotropic neural landscapes. We recast stabilization as an observational problem and introduce a unified family of criteria parameterized by an aggregation order and a probing distribution; within this family we propose a curvature-aligned criterion Δ_2^{(D)} that probes the loss increment field in the top-D eigenspace of the empirical Hessian near a trained solution. Solely from a local quadratic model, we prove that Δ_2^{(D)} preserves the O(k^{-2}) mean-squared rate of the full-space criterion while replacing ambient-dimension curvature dependence with dependence on the subspace dimension D; a corollary gives a closed-form spectral expression and a proposition identifies the top-D eigenspace as extremal within the eigenspace-aligned family. We also derive scalable estimators based on Hessian-vector products, subspace Monte Carlo, and a closed-form Gaussian-moment proxy. On a decoder-only transformer, a curvature-aligned probe occupying a tiny fraction of parameter space already reproduces the full-space mean-squared signal to within numerical noise throughout the validated local regime, and the closed-form estimator is orders of magnitude faster than direct Monte Carlo after subspace construction.

  • 2 authors
·
Apr 15

High-Dynamic Radar Sequence Prediction for Weather Nowcasting Using Spatiotemporal Coherent Gaussian Representation

Weather nowcasting is an essential task that involves predicting future radar echo sequences based on current observations, offering significant benefits for disaster management, transportation, and urban planning. Current prediction methods are limited by training and storage efficiency, mainly focusing on 2D spatial predictions at specific altitudes. Meanwhile, 3D volumetric predictions at each timestamp remain largely unexplored. To address such a challenge, we introduce a comprehensive framework for 3D radar sequence prediction in weather nowcasting, using the newly proposed SpatioTemporal Coherent Gaussian Splatting (STC-GS) for dynamic radar representation and GauMamba for efficient and accurate forecasting. Specifically, rather than relying on a 4D Gaussian for dynamic scene reconstruction, STC-GS optimizes 3D scenes at each frame by employing a group of Gaussians while effectively capturing their movements across consecutive frames. It ensures consistent tracking of each Gaussian over time, making it particularly effective for prediction tasks. With the temporally correlated Gaussian groups established, we utilize them to train GauMamba, which integrates a memory mechanism into the Mamba framework. This allows the model to learn the temporal evolution of Gaussian groups while efficiently handling a large volume of Gaussian tokens. As a result, it achieves both efficiency and accuracy in forecasting a wide range of dynamic meteorological radar signals. The experimental results demonstrate that our STC-GS can efficiently represent 3D radar sequences with over 16times higher spatial resolution compared with the existing 3D representation methods, while GauMamba outperforms state-of-the-art methods in forecasting a broad spectrum of high-dynamic weather conditions.

  • 4 authors
·
Feb 17, 2025

A theory of representation learning gives a deep generalisation of kernel methods

The successes of modern deep machine learning methods are founded on their ability to transform inputs across multiple layers to build good high-level representations. It is therefore critical to understand this process of representation learning. However, standard theoretical approaches (formally NNGPs) involving infinite width limits eliminate representation learning. We therefore develop a new infinite width limit, the Bayesian representation learning limit, that exhibits representation learning mirroring that in finite-width models, yet at the same time, retains some of the simplicity of standard infinite-width limits. In particular, we show that Deep Gaussian processes (DGPs) in the Bayesian representation learning limit have exactly multivariate Gaussian posteriors, and the posterior covariances can be obtained by optimizing an interpretable objective combining a log-likelihood to improve performance with a series of KL-divergences which keep the posteriors close to the prior. We confirm these results experimentally in wide but finite DGPs. Next, we introduce the possibility of using this limit and objective as a flexible, deep generalisation of kernel methods, that we call deep kernel machines (DKMs). Like most naive kernel methods, DKMs scale cubically in the number of datapoints. We therefore use methods from the Gaussian process inducing point literature to develop a sparse DKM that scales linearly in the number of datapoints. Finally, we extend these approaches to NNs (which have non-Gaussian posteriors) in the Appendices.

  • 6 authors
·
Aug 30, 2021

Learning a distance measure from the information-estimation geometry of data

We introduce the Information-Estimation Metric (IEM), a novel form of distance function derived from an underlying continuous probability density over a domain of signals. The IEM is rooted in a fundamental relationship between information theory and estimation theory, which links the log-probability of a signal with the errors of an optimal denoiser, applied to noisy observations of the signal. In particular, the IEM between a pair of signals is obtained by comparing their denoising error vectors over a range of noise amplitudes. Geometrically, this amounts to comparing the score vector fields of the blurred density around the signals over a range of blur levels. We prove that the IEM is a valid global distance metric and derive a closed-form expression for its local second-order approximation, which yields a Riemannian metric. For Gaussian-distributed signals, the IEM coincides with the Mahalanobis distance. But for more complex distributions, it adapts, both locally and globally, to the geometry of the distribution. In practice, the IEM can be computed using a learned denoiser (analogous to generative diffusion models) and solving a one-dimensional integral. To demonstrate the value of our framework, we learn an IEM on the ImageNet database. Experiments show that this IEM is competitive with or outperforms state-of-the-art supervised image quality metrics in predicting human perceptual judgments.

  • 5 authors
·
Oct 2, 2025

Gaussian Splatting with NeRF-based Color and Opacity

Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar render quality with faster training and inference as it does not need neural networks to work. It encodes information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model Viewing Direction Gaussian Splatting (VDGS) that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and a neural network that takes Gaussian parameters and viewing direction to produce changes in the said color and opacity. As a result, our model better describes shadows, light reflections, and the transparency of 3D objects without adding additional texture and light components.

  • 5 authors
·
Dec 21, 2023

GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Neural Radiance Fields (NeRF) and Gaussian Splatting (GS) have recently transformed 3D scene representation and rendering. NeRF achieves high-fidelity novel view synthesis by learning volumetric representations through neural networks, but its implicit encoding makes editing and physical interaction challenging. In contrast, GS represents scenes as explicit collections of Gaussian primitives, enabling real-time rendering, faster training, and more intuitive manipulation. This explicit structure has made GS particularly well-suited for interactive editing and integration with physics-based simulation. In this paper, we introduce GENIE (Gaussian Encoding for Neural Radiance Fields Interactive Editing), a hybrid model that combines the photorealistic rendering quality of NeRF with the editable and structured representation of GS. Instead of using spherical harmonics for appearance modeling, we assign each Gaussian a trainable feature embedding. These embeddings are used to condition a NeRF network based on the k nearest Gaussians to each query point. To make this conditioning efficient, we introduce Ray-Traced Gaussian Proximity Search (RT-GPS), a fast nearest Gaussian search based on a modified ray-tracing pipeline. We also integrate a multi-resolution hash grid to initialize and update Gaussian features. Together, these components enable real-time, locality-aware editing: as Gaussian primitives are repositioned or modified, their interpolated influence is immediately reflected in the rendered output. By combining the strengths of implicit and explicit representations, GENIE supports intuitive scene manipulation, dynamic interaction, and compatibility with physical simulation, bridging the gap between geometry-based editing and neural rendering. The code can be found under (https://github.com/MikolajZielinski/genie)

  • 4 authors
·
Aug 4, 2025 2

Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling

Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.

  • 3 authors
·
Jul 15, 2025 1

Random Field Augmentations for Self-Supervised Representation Learning

Self-supervised representation learning is heavily dependent on data augmentations to specify the invariances encoded in representations. Previous work has shown that applying diverse data augmentations is crucial to downstream performance, but augmentation techniques remain under-explored. In this work, we propose a new family of local transformations based on Gaussian random fields to generate image augmentations for self-supervised representation learning. These transformations generalize the well-established affine and color transformations (translation, rotation, color jitter, etc.) and greatly increase the space of augmentations by allowing transformation parameter values to vary from pixel to pixel. The parameters are treated as continuous functions of spatial coordinates, and modeled as independent Gaussian random fields. Empirical results show the effectiveness of the new transformations for self-supervised representation learning. Specifically, we achieve a 1.7% top-1 accuracy improvement over baseline on ImageNet downstream classification, and a 3.6% improvement on out-of-distribution iNaturalist downstream classification. However, due to the flexibility of the new transformations, learned representations are sensitive to hyperparameters. While mild transformations improve representations, we observe that strong transformations can degrade the structure of an image, indicating that balancing the diversity and strength of augmentations is important for improving generalization of learned representations.

  • 4 authors
·
Nov 6, 2023

Toward Real-world BEV Perception: Depth Uncertainty Estimation via Gaussian Splatting

Bird's-eye view (BEV) perception has gained significant attention because it provides a unified representation to fuse multiple view images and enables a wide range of down-stream autonomous driving tasks, such as forecasting and planning. Recent state-of-the-art models utilize projection-based methods which formulate BEV perception as query learning to bypass explicit depth estimation. While we observe promising advancements in this paradigm, they still fall short of real-world applications because of the lack of uncertainty modeling and expensive computational requirement. In this work, we introduce GaussianLSS, a novel uncertainty-aware BEV perception framework that revisits unprojection-based methods, specifically the Lift-Splat-Shoot (LSS) paradigm, and enhances them with depth un-certainty modeling. GaussianLSS represents spatial dispersion by learning a soft depth mean and computing the variance of the depth distribution, which implicitly captures object extents. We then transform the depth distribution into 3D Gaussians and rasterize them to construct uncertainty-aware BEV features. We evaluate GaussianLSS on the nuScenes dataset, achieving state-of-the-art performance compared to unprojection-based methods. In particular, it provides significant advantages in speed, running 2.5x faster, and in memory efficiency, using 0.3x less memory compared to projection-based methods, while achieving competitive performance with only a 0.4% IoU difference.

  • 3 authors
·
Apr 2, 2025

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.

  • 2 authors
·
Jun 5, 2024

Weighted least-squares approximation with determinantal point processes and generalized volume sampling

We consider the problem of approximating a function from L^2 by an element of a given m-dimensional space V_m, associated with some feature map varphi, using evaluations of the function at random points x_1,dots,x_n. After recalling some results on optimal weighted least-squares using independent and identically distributed points, we consider weighted least-squares using projection determinantal point processes (DPP) or volume sampling. These distributions introduce dependence between the points that promotes diversity in the selected features varphi(x_i). We first provide a generalized version of volume-rescaled sampling yielding quasi-optimality results in expectation with a number of samples n = O(mlog(m)), that means that the expected L^2 error is bounded by a constant times the best approximation error in L^2. Also, further assuming that the function is in some normed vector space H continuously embedded in L^2, we further prove that the approximation is almost surely bounded by the best approximation error measured in the H-norm. This includes the cases of functions from L^infty or reproducing kernel Hilbert spaces. Finally, we present an alternative strategy consisting in using independent repetitions of projection DPP (or volume sampling), yielding similar error bounds as with i.i.d. or volume sampling, but in practice with a much lower number of samples. Numerical experiments illustrate the performance of the different strategies.

  • 2 authors
·
Dec 21, 2023

Properties of tensorial free cumulants

In the past two years, several points of view have been proposed to address the question of the generalization of the theory of free probability to random tensors with different invariances, and it is unclear at this point whether they lead to the same notions of tensorial free cumulants and freeness. One way to approach this problem, developed by Collins, Gurau and the second named author for local unitary invariant random tensors, relies on finite size quantities involving averages over the invariance group, and whose asymptotics naturally possess the properties expected for tensorial generalizations of free cumulants of arbitrary orders. At this point, this approach has only been carried out for certain distributions, and for a subset of the moments that define such theories, and a more systematic and exhaustive study is lacking. This is the program initiated in this paper: we link this approach to the one proposed by Nechita and Park; extend a number of their results as well as those of the aforementioned paper to arbitrary orders of fluctuations, thereby generalizing higher order free cumulants; push further the study of distributions with larger invariance groups; detail the link with the asymptotics of the free-energies of the tensor HCIZ and BGW integrals; and provide formulae for tensorial free cumulants of products of tensors. Another important question is that of the definition of concrete distributions whose tensorial free-cumulants take non-trivial values. We compute the tensorial free cumulants for Gaussian random tensors with non-trivial covariances, and show that they provide such examples.

  • 2 authors
·
May 2

Accelerating Diffusion LLM Inference via Local Determinism Propagation

Diffusion large language models (dLLMs) represent a significant advancement in text generation, offering parallel token decoding capabilities. However, existing open-source implementations suffer from quality-speed trade-offs that impede their practical deployment. Conservative sampling strategies typically decode only the most confident token per step to ensure quality (i.e., greedy decoding), at the cost of inference efficiency due to repeated redundant refinement iterations--a phenomenon we term delayed decoding. Through systematic analysis of dLLM decoding dynamics, we characterize this delayed decoding behavior and propose a training-free adaptive parallel decoding strategy, named LocalLeap, to address these inefficiencies. LocalLeap is built on two fundamental empirical principles: local determinism propagation centered on high-confidence anchors and progressive spatial consistency decay. By applying these principles, LocalLeap identifies anchors and performs localized relaxed parallel decoding within bounded neighborhoods, achieving substantial inference step reduction through early commitment of already-determined tokens without compromising output quality. Comprehensive evaluation on various benchmarks demonstrates that LocalLeap achieves 6.94times throughput improvements and reduces decoding steps to just 14.2\% of the original requirement, achieving these gains with negligible performance impact. The source codes are available at: https://github.com/friedrichor/LocalLeap.

  • 7 authors
·
Oct 8, 2025