Research map / 3D vision / Gaussian splatting
Cross-Spectral Gaussian Splatting with Spatial Occupancy Consistency
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Proposes SOC-GS, a 3D Gaussian Splatting pipeline for cross-spectral (RGB, multispectral, infrared) scene representation that shares Gaussian geometry across spectra, initializes and jointly optimizes per-view poses, and uses a cross-spectral densify controller.
Problem
Training a unified cross-spectral scene representation from asynchronously captured images from cameras with different spectral sensitivities is hard: fixed-rig assumptions break with asynchronous capture, and prior NeRF-based X-NeRF is slow and does not scale to large scenes.
Approach
Share explicit Gaussian geometry (mean, covariance, opacity) across spectra with per-spectrum spherical harmonic colors, estimate each view's extrinsics independently via LoFTR matching with ellipsoid-substantiated Gaussians plus PnP, then jointly refine poses and Gaussians, and extend the adaptive densify controller so out-of-FOV regions are filled per spectrum.
Key results
- On the X-NeRF dataset, SOC-GS (tri-modality set) averages a PSNR/SSIM of 34.8/0.92 on RGB, outperforming X-NeRF's 31.7/0.89 on RGB and improving the cross-spectral pose EM.
- On RealSense, SOC-GS reaches 25.1 dB... (reported as average SSIM improvements over X-NeRF) and about 120 FPS at 1 MP cross-spectral rendering versus 0.16 FPS for X-NeRF.
- Table 3 reports SOC-GS at 119 FPS for IR 1.0M vs 0.16 FPS for X-NeRF, roughly two to three orders of magnitude faster.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add joint pose optimization after pose initialization (ablation) | SOC-GS · X-NeRF dataset, tri-modality average | PSNR: 34.36/0.93 40.12/0.99 31.08/0.96 -> 34.37/0.93 37.56/0.98 34.65/0.97 | Mixed |
| Add pose initialization and joint pose optimization rather than independently obtained COLMAP poses (ablation) | SOC-GS · X-NeRF dataset, tri-modality average | PSNR: 32.01/0.92 23.41/0.82 19.31/0.83 -> 34.37/0.93 37.56/0.98 34.65/0.97 | Helped |
| Use the cross-spectral densify controller instead of the hold strategy (ablation) | SOC-GS · X-NeRF dataset, tri-modality average | PSNR: 34.62/0.93 37.77/0.97 32.11/0.97 -> 34.37/0.93 37.56/0.98 34.65/0.97 | Mixed |
Surprising findings
- Removing the joint optimization stage improves MS rendering but hurts infrared, indicating the two-stage pipeline trades off spectra differently.
- Preserving pre-trained Gaussians instead of splitting them per spectrum improves RGB and MS but reduces infrared quality.
Limitations
- Pose-initialization and joint optimization take substantial time per view (about 2 s per view for initialization), and the pipeline depends on LoFTR matches that may be unstable across spectra.
- Gaussians are assumed to approximate the same surface across spectra; the authors note geometry from cross-spectral views is not yet optimized.
- Evaluation covers only a small number of scenes (16 X-NeRF scenes and 5 RealSense scenes) and a single RTX3090.
Experimental setup
Datasets: X-NeRF dataset RealSense dataset (self-collected)
Benchmarks: X-NeRF dataset RealSense dataset
Metrics: PSNR SSIM Euclidean Metric (EM) FPS mutual information (MI)
Baselines: X-NeRF NeRF 3DGS Nope-NeRF Flowmap
Builds on: 3D Gaussian Splatting X-NeRF NeRF-- iComMa
Closest papers by meaning
- COLMAP-Free 3D Gaussian Splatting (CVPR 2024 · similarity 0.86)
- Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis (NeurIPS 2024 · similarity 0.86)
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.85)
- FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training (NeurIPS 2024 · similarity 0.85)
- Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting (NeurIPS 2025 · similarity 0.85)
- VA-GS: Enhancing the Geometric Representation of Gaussian Splatting via View Alignment (NeurIPS 2025 · similarity 0.85)
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