Research map / 3D vision / Gaussian splatting
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis
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Proposes SCGaussian, a few-shot 3D Gaussian Splatting method that uses pretrained matching priors and a hybrid of ray-bound and free Gaussian primitives to enforce a 3D-consistent scene structure.
Problem
Few-shot novel view synthesis with 3D Gaussian Splatting fails under sparse inputs because the model cannot learn a 3D-consistent scene structure; Gaussian positions are hard to constrain and monocular depth priors are scale- and multi-view inconsistent.
Approach
A hybrid Gaussian representation: ray-based primitives bound to matching rays (position restricted to move along the ray, supervised by matching correspondences) plus ordinary non-structure primitives for single-view background, together with a rendering-geometry reprojection loss.
Key results
- On LLFF with 3 views, SCGaussian reaches 20.77 PSNR / 0.705 SSIM / 0.218 LPIPS, beating FSGS (20.43 PSNR) and DNGaussian (19.12 PSNR).
- On Tanks and Temples with 3 views, SCGaussian achieves 22.17 PSNR vs. 20.01 for FSGS, a gain of roughly 2 dB.
- Training converges within 1 minute on a single RTX 3090 (~3GB memory) with over 200 FPS rendering at 504x378 resolution.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add hybrid Gaussian representation to vanilla 3DGS (ablation) | 3DGS · LLFF, 3 views | PSNR: 16.46 -> 18.62 | Helped |
| add rendering geometry optimization (ablation) | 3DGS with hybrid representation · LLFF, 3 views | PSNR: 18.62 -> 19.40 | Helped |
| add dual optimization of rendering geometry and Gaussian positions (ablation) | SCGaussian with hybrid representation · LLFF, 3 views | PSNR: 19.40 -> 20.69 | Helped |
| add cache and matching-prior filtering (ablation) | SCGaussian with dual optimization · LLFF, 3 views | PSNR: 20.69 -> 20.77 | Helped |
| replace non-structure primitives with ray-based primitives only (ablation) | SCGaussian hybrid representation · LLFF, 3 views | PSNR: 20.77 -> 20.50 | Hurt |
| replace ray-based primitives with non-structure primitives only (ablation) | SCGaussian hybrid representation · LLFF, 3 views | PSNR: 20.77 -> 19.40 | Hurt |
| use FSGS instead of SCGaussian | few-shot novel view synthesis · LLFF, 3 views | PSNR: 20.43 -> 20.77 | Hurt |
| use FSGS instead of SCGaussian | few-shot novel view synthesis · IBRNet, 3 views | PSNR: 19.84 -> 21.59 | Hurt |
| use FSGS instead of SCGaussian | few-shot novel view synthesis · Tanks and Temples, 3 views | PSNR: 20.01 -> 22.17 | Hurt |
| use FreeNeRF instead of SCGaussian | few-shot novel view synthesis · DTU, 3 views | PSNR: 19.92 -> 20.56 | Hurt |
| use FSGS instead of SCGaussian | few-shot novel view synthesis · Blender, 8 training images | PSNR: 24.640 -> 25.618 | Hurt |
| increase training views from 3 to 6 | SCGaussian · Tanks and Temples | PSNR: 22.17 -> 26.95 | Helped |
Surprising findings
- DNGaussian, which uses monocular depth regularization, performs worse than vanilla 3DGS on the complex T&T scenes, which the authors attribute to scale and multi-view inconsistency of monocular depth.
Limitations
- Requires accurate camera poses, which may not be available in practice.
- Relies on the quality of pretrained matching models; mismatched ray pairs require filtering.
Experimental setup
Datasets: LLFF IBRNet Tanks and Temples DTU NeRF Blender Synthetic
Benchmarks: LLFF IBRNet Tanks and Temples DTU NeRF Blender Synthetic
Metrics: PSNR SSIM LPIPS AVG
Baselines: MipNeRF DietNeRF RegNeRF FreeNeRF SparseNeRF 3DGS FSGS DNGaussian
Builds on: 3D Gaussian Splatting DNGaussian FSGS GIM
Closest papers by meaning
- FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training (NeurIPS 2024 · similarity 0.94)
- COLMAP-Free 3D Gaussian Splatting (CVPR 2024 · similarity 0.93)
- GaussianPro: 3D Gaussian Splatting with Progressive Propagation (ICML 2024 · similarity 0.92)
- Generative Sparse-View Gaussian Splatting (CVPR 2025 · similarity 0.92)
- DropGaussian: Structural Regularization for Sparse-view Gaussian Splatting (CVPR 2025 · similarity 0.92)
- MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks (CVPR 2025 · similarity 0.91)
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