Research map / 3D vision / Gaussian splatting
GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
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GPS-Gaussian regresses pixel-wise Gaussian parameter maps on two source views, lifted to 3D with a jointly trained iterative stereo depth estimator, enabling feed-forward real-time 2K human novel view synthesis.
Problem
Human novel view synthesis under sparse camera views typically requires per-subject optimization (3D Gaussian Splatting, NeRF) which is too slow for interactive use; generalizable methods are either slow or lack quality.
Approach
Define Gaussian parameter maps on source image planes (position from an iterative stereo depth map, color from RGB, rotation/scale/opacity regressed by a U-Net-style decoder with a depth encoder) and train depth and Gaussian regression jointly end-to-end through differentiable splatting.
Key results
- On THuman2.0, GPS-Gaussian reaches PSNR 25.57 / SSIM 0.898 / LPIPS 0.112 versus ENeRF 24.10 / 0.869 / 0.126 and 3D-GS 24.18 / 0.821 / 0.144.
- Renders 2K-resolution novel views at about 25 FPS on an RTX 3090 with two 1024x1024 source images, versus ENeRF at 5 FPS and FloRen at 15 FPS.
- Joint training of depth and Gaussian regression improves synthetic PSNR from 23.97 to 25.05 and depth EPE from 1.587 to 1.494.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use GPS-Gaussian instead of ENeRF | Human novel view synthesis · THuman2.0 | PSNR: 24.10 -> 25.57 | Helped |
| Use GPS-Gaussian instead of ENeRF | Human novel view synthesis · Twindom | PSNR: 23.64 -> 24.79 | Helped |
| Use GPS-Gaussian instead of ENeRF | Human novel view synthesis · Real-world Data | PSNR: 23.26 -> 24.64 | Helped |
| Use GPS-Gaussian instead of FloRen | Novel view rendering from two 1024 × 1024 source images · Novel view rendering | FPS: 15 -> 25 | Helped |
| Use GPS-Gaussian instead of ENeRF | Human novel view synthesis · 6-camera setup | PSNR: 21.78 -> 23.03 | Helped |
| Add joint training with differentiable Gaussian rendering (ablation) | GPS-Gaussian · Synthetic data | PSNR: 23.97 -> 25.05 | Helped |
| Add joint training with differentiable Gaussian rendering (ablation) | GPS-Gaussian · Synthetic data | EPE: 1.587 -> 1.494 | Helped |
| Add a depth encoder (ablation) | GPS-Gaussian · Synthetic data | PSNR: 23.84 -> 25.05 | Helped |
| Add a depth encoder (ablation) | GPS-Gaussian · Synthetic data | LPIPS: 0.204 -> 0.121 | Helped |
Surprising findings
- Per-subject optimized 3D-GS with 8 views performs worse than the feed-forward method and yields noisy renderings in the sparse-view setting.
Limitations
- Requires accurate foreground matting as preprocessing
- Needs ground-truth depth for supervision, making training data acquisition harder
- Designed for human performers and not straightforwardly generalizable to general scenes
Experimental setup
Datasets: THuman2.0 Twindom real-world captured data (4 characters, 8-camera setup)
Benchmarks: THuman2.0 Twindom real-world data
Metrics: PSNR SSIM LPIPS FPS EPE 1-pixel error ratio
Baselines: 3D-GS ENeRF FloRen IBRNet
Builds on: 3D Gaussian Splatting RAFT-Stereo ENeRF FloRen
Closest papers by meaning
- Generative Sparse-View Gaussian Splatting (CVPR 2025 · similarity 0.91)
- FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training (NeurIPS 2024 · similarity 0.91)
- Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis (CVPR 2024 · similarity 0.90)
- Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis (NeurIPS 2024 · similarity 0.90)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.90)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.90)
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