Research map / 3D vision / Gaussian splatting
UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping
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Maps 3D Gaussian Splatting objects to structured 2D UV images via spherical mapping (14-channel UVGS), compresses them to a 3-channel Super UVGS with a multi-branch CNN, and uses pretrained image VAEs and latent diffusion models for 3DGS compression, generation and inpainting.
Problem
3D Gaussian Splatting is discrete, unstructured and permutation-invariant, so it is hard to feed into image-based autoencoders and generative diffusion models.
Approach
Spherical mapping turns each 3DGS object into an image-like UV map whose channels are Gaussian attributes; a multi-branch CNN compresses these 14 channels into a 3-channel Super UVGS image so that pretrained 2D image VAEs and diffusion models can be used with no fine-tuning.
Key results
- Super UVGS reconstructions from pretrained image AE reach 30.9 PSNR (cars) with 99.5% compression relative to fitted 3DGS, while Super UVGS alone compresses 89.7%.
- UVGS with K=4 layers reaches 33.2 PSNR on the full Objaverse set vs 34.2 for fitted 3DGS.
- Unconditional generation achieves FID 26.20 and KID 3.24, better than Get3D (53.17), EG3D (74.51) and GaussianCube (34.67) in Table 2.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| increase UVGS layers from K=1 to K=4 (ablation) | UVGS · Objaverse 3DGS | PSNR: 31.1 -> 33.2 | Helped |
| increase UVGS layers from K=1 to K=4 (ablation) | UVGS · Objaverse 3DGS | LPIPS: 0.06 -> 0.03 | Helped |
| reduce UVGS resolution from 512 × 512 to 256 × 256 (ablation) | UVGS · Objaverse 3DGS | PSNR: 31.1 -> 28.2 | Hurt |
| reduce UVGS resolution from 512 × 512 to 256 × 256 (ablation) | UVGS · Objaverse 3DGS | LPIPS: 0.08 -> 0.23 | Hurt |
| add branching to the mapping network (ablation) | UVGS mapping network · Objaverse 3DGS | PSNR: 27.8 -> 31.1 | Helped |
| add branching to the mapping network (ablation) | UVGS mapping network · Objaverse 3DGS | LPIPS: 0.31 -> 0.08 | Helped |
| use UVGS for unconditional generation instead of GaussianCube | 3D object generation · Unconditional generation | FID: 34.67 -> 26.20 | Helped |
| use UVGS for unconditional generation instead of GaussianCube | 3D object generation · Unconditional generation | KID: 3.72 -> 3.24 | Helped |
| use UVGS for text-conditioned generation instead of LGM | 3D object generation · Text-conditioned generation | CLIP Score: 30.74 -> 32.62 | Helped |
Surprising findings
- Pretrained image VAEs generalize to Super UVGS images without any fine-tuning.
- Without branched mapping networks, Super UVGS reconstruction drops sharply (PSNR 27.8 vs 31.1).
Limitations
- Single-layer UVGS loses appearance detail and yields washed-out objects.
- Single-layer UV maps may not represent highly detailed or complex objects or scenes.
- Representation does not yet efficiently use empty UV pixels.
Experimental setup
Datasets: Objaverse ShapeNet cars
Benchmarks: Objaverse 3DGS dataset ShapeNet cars
Metrics: PSNR LPIPS SSIM FID KID CLIP Score compression %
Baselines: Get3D DiffTF EG3D GaussianCube DreamGaussian LGM Shap-E
Builds on: 3D Gaussian Splatting latent diffusion models LPIPS
Closest papers by meaning
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.93)
- DiffGS: Functional Gaussian Splatting Diffusion (NeurIPS 2024 · similarity 0.92)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.92)
- Textured Gaussians for Enhanced 3D Scene Appearance Modeling (CVPR 2025 · similarity 0.92)
- GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting (CVPR 2025 · similarity 0.92)
- HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting (CVPR 2025 · similarity 0.91)
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