CORTEXA
← Browse
arxivcs.CV2026-06-29

Shell-Supervised Gaussian Splatting for Urban Real-to-Sim Reconstruction

Yuan Yang, Peijun Lu, Fangzhou Lu, Sai Fan, Siqi Yan, Chenyuan Zhang, Haobo Liang, Yichen Wang

Real-to-sim reconstruction for embodied AI requires geometry that is useful for collision reasoning, navigation, and agent-environment interaction, not only photorealistic novel-view synthesis. However, close-range urban facades are difficult for video-to-3D reconstruction: glass, reflections, repeated windows, and weak texture can produce visually plausible renderings with unstable surface geometry. We introduce shell-supervised Gaussian Splatting, a reconstruction-stage framework that uses an external facade structural shell as lightweight geometric supervision for video-driven Gaussian reconstruction. The method aligns an exterior shell to the video reconstruction frame, renders per-view depth, camera-space normal, and valid-mask maps, and applies these cues through mask-gated losses during Gaussian optimization. This design preserves RGB-driven appearance while regularizing only visible shell-supported facade regions. Experiments on anonymized close-range urban facade scenes show improved facade orientation and visible-surface point-cloud consistency over photo-only, monocular-cue, and surface-oriented Gaussian baselines, while maintaining comparable held-out rendering quality.

View free PDFSource page

Related papers

arxivcs.CV2026-07-31

OASIS: Occlusion-aware Single-image Hand Avatar Reconstruction via 3D Gaussian Splatting

Zhisheng Han, Shiyao Wu, Jiayan Qiu, Yakun Ju, Lu Liu, Le Zhang, et al.

Single-image 3D hand avatar reconstruction is fundamentally ill-posed and particularly challenging due to limited visual evidence under severe self-occlusion and the complex pose-dependent deformation of highly articulated hands. Existing methods predominantly rely on implicit Ne…

View free PDFSource page
arxivcs.CV2026-07-23

GrainGS: Gradient-Decoupled Gaussian Splatting for Efficient Dynamic Novel View Synthesis

Jiahao He, Yihua Shao, Zhengkai Zhao, Pan Gao, Fei Ma, Jingcai Guo, et al.

Dynamic scene reconstruction with 3D Gaussian Splatting requires a balance between fine-grained motion modeling, structural stability, and compact representation. Existing per-primitive methods provide flexible local deformation but often suffer from redundant primitive growth, w…

View free PDFSource page
arxivcs.ROcs.CV2026-07-23

GLAM-SLAM: Real-time Gaussian Large-scale Mapping via Flow Densification and Spatial Decomposition

Panagiotis Mermigkas, Argyris Manetas, Petros Maragos

Existing Gaussian-splatting-based monocular Simultaneous Localization and Mapping (SLAM) systems are either tailored to short sequences, are not real-time, or suffer from prohibitive GPU memory requirements, limiting their applicability in realistic, long-horizon scenarios. To ad…

View free PDFSource page
arxivcs.CV2026-07-22

ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion

Cho In, Jeonghwan Cho, Mijin Yoo, Gim Hee Lee, Seon Joo Kim

3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis by optimizing freely placed primitives in 3D and adaptively densifying them in under-reconstructed regions. However, this scene-adaptive capacity allocation is largely lost in existing feed-forward 3DGS metho…

View free PDFSource page
arxivcs.CV2026-07-31

FillGS: Filling Observation Gaps in 4D Gaussian Splatting via Viewpoint-Time Selection and Generative Refinement

Takashi Otonari, Toshihiko Yamasaki

4D Gaussian Splatting (4DGS) can render dynamic scenes photorealistically. However, with limited viewpoint coverage, some spatiotemporal regions remain sparsely observed, leading to artifacts, particularly in scenes with large motion. Existing approaches leveraging generative mod…

View free PDFSource page
arxivcs.CV2026-07-22

Look Before You Edit: Attention-Guided Camera Placement and Multi-View Alignment for 3D Gaussian Splatting Editing

Jaeyeon Park, Taeho Kang, Youngki Lee

Text-driven 3D scene editing with 3D Gaussian Splatting (3DGS) typically applies a 2D diffusion editor to views rendered from fixed training cameras, limiting both the spatial coverage of edits and the user's freedom to target specific objects in complex scenes. We present LB-Edi…

View free PDFSource page