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3D Vision-Language Gaussian Splatting

ICLR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 0 citations (OpenAlex)

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Proposes a 3D vision-language Gaussian splatting model with a cross-modal rasterizer (self-attention modality fusion plus a learnable smoothed semantic indicator) and camera-view blending regularization, reaching state-of-the-art open-vocabulary segmentation on LERF, 3D-OVS and Mip-NeRF 360.

Problem

Multi-modal 3D scene understanding with Gaussian splatting naively embeds language features into color-based rasterization, which fails on translucent or reflective objects and overfits the color modality, hurting open-vocabulary semantic segmentation.

Approach

Fuse color and language features with self-attention before rasterization, rasterize language with a separate learnable semantic indicator instead of color opacity, and regularize with camera-view blending that interpolates camera poses (Slerp/Lerp) and ground-truth language maps weighted by SSIM.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the proposed method instead of LangSplat3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 51.4 -> 62.0Helped
Use the proposed method instead of LangSplat3D Vision-Language Gaussian Splatting · 3D-OVSmIoU (avg.): 93.4 -> 97.1Helped
Use the proposed method instead of GOI3D Vision-Language Gaussian Splatting · Mip-NeRF 360mIoU (avg.): 86.5 -> 89.8Helped
Use self-attention modality fusion instead of no fusion, single-layer MLP, or cross-attention (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 58.3, 56.8, 58.7 -> 62.0Helped
Learn a smoothed semantic indicator instead of fixing it to 0.5, fixing it to 1.0, or using color opacity (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 56.1, 53.4, 58.1 -> 62.0Helped
Sample interpolation ratios using Beta(0.2, 0.2) instead of the reported fixed or alternate distributions (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 60.1, 57.4, 55.8, 59.0, 58.4 -> 62.0Helped
Add SSIM weighting to translation-only camera blending (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 56.8 -> 58.2Helped
Add SSIM weighting to rotation-only camera blending (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 56.6 -> 58.1Helped
Add rotation and translation blending and SSIM weighting rather than omitting camera-view blending (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 55.8 -> 62.0Helped
Use offline 3DGS-rendered images labeled by SAM/CLIP instead of online view blending (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 55.3 -> 62.0Hurt
Keep position and covariance shared while using separate opacity/semantic indicator parameters (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 58.1 -> 62.0Helped
Use separate covariance matrices for the two modalities (ablation)3D Vision-Language Gaussian Splatting · LERFmIoU (avg.): 62.0 -> 49.2Hurt

Surprising findings

Limitations

Experimental setup

Datasets: LERF 3D-OVS Mip-NeRF 360

Benchmarks: LERF 3D-OVS Mip-NeRF 360

Metrics: mIoU localization accuracy PSNR SSIM training time FPS

Baselines: Feature-3DGS LEGaussians LangSplat GS-Grouping GOI FMGS

Builds on: 3D Gaussian splatting LangSplat CLIP Mix-up augmentation

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