Research map / 3D vision / Gaussian splatting
NexusGS: Sparse View Synthesis with Epipolar Depth Priors in 3D Gaussian Splatting
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Builds a dense initial point cloud for sparse-view 3DGS by computing depth from optical flow and camera epipolar geometry, with flow-resilient depth blending and flow-filtered pruning, avoiding monocular depth priors and extra regularization.
Problem
Sparse-view novel view synthesis with 3D Gaussian Splatting struggles because sparse initial point clouds and split-based densification yield oversmoothing, overfitting, and unreliable geometry under limited supervision.
Approach
Compute per-view depth explicitly by triangulating optical-flow correspondences projected onto epipolar lines (Epipolar Depth Nexus), blend depths across views by choosing the one with minimal sensitivity to flow error (Flow-Resilient Depth Blending), and prune points with large epipolar distance (Flow-Filtered Depth Pruning), producing a dense initial point cloud so 3DGS needs no depth regulariza
Key results
- On LLFF (3 views), NexusGS reaches 21.07 PSNR, 0.738 SSIM, 0.177 LPIPS, outperforming CoR-GS (20.45 PSNR).
- On DTU (3 views), NexusGS reaches 20.21 PSNR and 0.869 SSIM, the best among compared methods.
- On Blender (8 views), NexusGS reaches 24.37 PSNR, 0.893 SSIM, slightly above DNGaussian (24.07) and CoR-GS (23.98).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use NexusGS epipolar depth priors and dense point-cloud initialization instead of CoR-GS | Sparse-view novel view synthesis · LLFF (3 Views) | PSNR: 20.45 -> 21.07 | Helped |
| use NexusGS epipolar depth priors and dense point-cloud initialization instead of CoR-GS | Sparse-view novel view synthesis · DTU (3 Views) | PSNR: 19.21 -> 20.21 | Helped |
| use NexusGS epipolar depth priors and dense point-cloud initialization instead of CoR-GS | Sparse-view novel view synthesis · Mip-NeRF-360 (24 Views) | PSNR: 23.55 -> 23.86 | Helped |
| use NexusGS epipolar depth priors and dense point-cloud initialization instead of FreeNeRF | Sparse-view novel view synthesis · Blender (8 Views) | PSNR: 24.26 -> 24.37 | Helped |
| replace average depth blending with Flow-Resilient Depth Blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.39 -> 20.90 | Helped |
| replace nearest-view depth blending with Flow-Resilient Depth Blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.62 -> 20.90 | Helped |
| replace weighted-average depth blending with Flow-Resilient Depth Blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.59 -> 20.90 | Helped |
| add Flow-Filtered Depth Pruning to average depth blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.39 -> 20.51 | Helped |
| add Flow-Filtered Depth Pruning to nearest-view depth blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.62 -> 20.79 | Helped |
| add Flow-Filtered Depth Pruning to weighted-average depth blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.59 -> 20.78 | Helped |
| add Flow-Filtered Depth Pruning to Flow-Resilient Depth Blending (ablation) | NexusGS · LLFF (3 Views) | PSNR: 20.90 -> 21.07 | Helped |
Surprising findings
- Averaging depths across views performs worse than selecting depth via the flow-resilient criterion, and FSGS with only point-cloud replacement gains notably from the new point clouds.
Limitations
- Relies on optical flow estimates, which may fail due to color similarity or large pixel deviation, requiring pruning.
- Depends on known camera poses; COLMAP fails on sparse DTU inputs so random initialization is used for some baselines.
Experimental setup
Datasets: LLFF DTU Blender Mip-NeRF360
Benchmarks: LLFF DTU Mip-NeRF360 Blender
Metrics: PSNR SSIM LPIPS AVGE
Baselines: Mip-NeRF DietNeRF RegNeRF FreeNeRF SparseNeRF DS-NeRF ViP-NeRF SimpleNeRF 3DGS DNGaussian FSGS CoR-GS
Builds on: 3D Gaussian Splatting FSGS DNGaussian CoR-GS
Closest papers by meaning
- Depth-Guided Robust and Fast Point Cloud Fusion NeRF for Sparse Input Views (AAAI 2024 · similarity 0.90)
- FatesGS: Fast and Accurate Sparse-View Surface Reconstruction Using Gaussian Splatting with Depth-Feature Consistency (AAAI 2025 · similarity 0.89)
- LP-3DGS: Learning to Prune 3D Gaussian Splatting (NeurIPS 2024 · similarity 0.89)
- 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes (CVPR 2025 · similarity 0.89)
- Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.89)
- Steepest Descent Density Control for Compact 3D Gaussian Splatting (CVPR 2025 · similarity 0.89)
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