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SubscribeThe Slepian model based independent interval approximation of persistency and zero-level exceedance distributions
In physics and engineering literature, the distribution of the excursion-above-zero time distribution (exceedance distribution) for a stationary Gaussian process has been approximated by a stationary switching process with independently distributed switching times. The approach matched the covariance of the clipped Gaussian process with the one for the stationary switching process and the distribution of the latter was used as the so-called independent interval approximation (IIA). The approach successfully assessed the persistency exponent for many physically important processes but left an unanswered question when such an approach leads to a mathematically meaningful and proper exceedance distribution. Here we address this question by proposing an alternative matching of the expected values of the clipped Slepian process and the corresponding switched process initiated at the origin. The method has allowed resolving the mathematical correctness of the matching method for a large subclass of the Gaussian processes with monotonic covariance, for which we provide a sufficient condition for the validity of the IIA. Within this class, the IIA produces a valid distribution for the excursion time and is represented in an explicit stochastic form that connects directly to the covariance of the underlying Gaussian process. We compare the excursion level distributions as well as the corresponding persistency exponents obtained through the IIA method with numerically computed exact distributions, and the simulated distribution for several important Gaussian models. We also argue that for stationary Gaussian processes with a non-monotonic covariance, the IIA fails and should not be used.
Toward Real-world BEV Perception: Depth Uncertainty Estimation via Gaussian Splatting
Bird's-eye view (BEV) perception has gained significant attention because it provides a unified representation to fuse multiple view images and enables a wide range of down-stream autonomous driving tasks, such as forecasting and planning. Recent state-of-the-art models utilize projection-based methods which formulate BEV perception as query learning to bypass explicit depth estimation. While we observe promising advancements in this paradigm, they still fall short of real-world applications because of the lack of uncertainty modeling and expensive computational requirement. In this work, we introduce GaussianLSS, a novel uncertainty-aware BEV perception framework that revisits unprojection-based methods, specifically the Lift-Splat-Shoot (LSS) paradigm, and enhances them with depth un-certainty modeling. GaussianLSS represents spatial dispersion by learning a soft depth mean and computing the variance of the depth distribution, which implicitly captures object extents. We then transform the depth distribution into 3D Gaussians and rasterize them to construct uncertainty-aware BEV features. We evaluate GaussianLSS on the nuScenes dataset, achieving state-of-the-art performance compared to unprojection-based methods. In particular, it provides significant advantages in speed, running 2.5x faster, and in memory efficiency, using 0.3x less memory compared to projection-based methods, while achieving competitive performance with only a 0.4% IoU difference.
Gaussian Splashing: Dynamic Fluid Synthesis with Gaussian Splatting
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. For more information, please visit our project page at https://amysteriouscat.github.io/GaussianSplashing/.
A Discriminative Approach to Bayesian Filtering with Applications to Human Neural Decoding
Given a stationary state-space model that relates a sequence of hidden states and corresponding measurements or observations, Bayesian filtering provides a principled statistical framework for inferring the posterior distribution of the current state given all measurements up to the present time. For example, the Apollo lunar module implemented a Kalman filter to infer its location from a sequence of earth-based radar measurements and land safely on the moon. To perform Bayesian filtering, we require a measurement model that describes the conditional distribution of each observation given state. The Kalman filter takes this measurement model to be linear, Gaussian. Here we show how a nonlinear, Gaussian approximation to the distribution of state given observation can be used in conjunction with Bayes' rule to build a nonlinear, non-Gaussian measurement model. The resulting approach, called the Discriminative Kalman Filter (DKF), retains fast closed-form updates for the posterior. We argue there are many cases where the distribution of state given measurement is better-approximated as Gaussian, especially when the dimensionality of measurements far exceeds that of states and the Bernstein-von Mises theorem applies. Online neural decoding for brain-computer interfaces provides a motivating example, where filtering incorporates increasingly detailed measurements of neural activity to provide users control over external devices. Within the BrainGate2 clinical trial, the DKF successfully enabled three volunteers with quadriplegia to control an on-screen cursor in real-time using mental imagery alone. Participant "T9" used the DKF to type out messages on a tablet PC.
Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped Noise
Generative modeling aims to transform random noise into structured outputs. In this work, we enhance video diffusion models by allowing motion control via structured latent noise sampling. This is achieved by just a change in data: we pre-process training videos to yield structured noise. Consequently, our method is agnostic to diffusion model design, requiring no changes to model architectures or training pipelines. Specifically, we propose a novel noise warping algorithm, fast enough to run in real time, that replaces random temporal Gaussianity with correlated warped noise derived from optical flow fields, while preserving the spatial Gaussianity. The efficiency of our algorithm enables us to fine-tune modern video diffusion base models using warped noise with minimal overhead, and provide a one-stop solution for a wide range of user-friendly motion control: local object motion control, global camera movement control, and motion transfer. The harmonization between temporal coherence and spatial Gaussianity in our warped noise leads to effective motion control while maintaining per-frame pixel quality. Extensive experiments and user studies demonstrate the advantages of our method, making it a robust and scalable approach for controlling motion in video diffusion models. Video results are available on our webpage: https://vgenai-netflix-eyeline-research.github.io/Go-with-the-Flow. Source code and model checkpoints are available on GitHub: https://github.com/VGenAI-Netflix-Eyeline-Research/Go-with-the-Flow.
SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaussian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously optimize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Unlike existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art rendering quality across multiple datasets.
GASP: Gaussian Splatting for Physic-Based Simulations
Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.
Implicit Gaussian process representation of vector fields over arbitrary latent manifolds
Gaussian processes (GPs) are popular nonparametric statistical models for learning unknown functions and quantifying the spatiotemporal uncertainty in data. Recent works have extended GPs to model scalar and vector quantities distributed over non-Euclidean domains, including smooth manifolds appearing in numerous fields such as computer vision, dynamical systems, and neuroscience. However, these approaches assume that the manifold underlying the data is known, limiting their practical utility. We introduce RVGP, a generalisation of GPs for learning vector signals over latent Riemannian manifolds. Our method uses positional encoding with eigenfunctions of the connection Laplacian, associated with the tangent bundle, readily derived from common graph-based approximation of data. We demonstrate that RVGP possesses global regularity over the manifold, which allows it to super-resolve and inpaint vector fields while preserving singularities. Furthermore, we use RVGP to reconstruct high-density neural dynamics derived from low-density EEG recordings in healthy individuals and Alzheimer's patients. We show that vector field singularities are important disease markers and that their reconstruction leads to a comparable classification accuracy of disease states to high-density recordings. Thus, our method overcomes a significant practical limitation in experimental and clinical applications.
GaussianMotion: End-to-End Learning of Animatable Gaussian Avatars with Pose Guidance from Text
In this paper, we introduce GaussianMotion, a novel human rendering model that generates fully animatable scenes aligned with textual descriptions using Gaussian Splatting. Although existing methods achieve reasonable text-to-3D generation of human bodies using various 3D representations, they often face limitations in fidelity and efficiency, or primarily focus on static models with limited pose control. In contrast, our method generates fully animatable 3D avatars by combining deformable 3D Gaussian Splatting with text-to-3D score distillation, achieving high fidelity and efficient rendering for arbitrary poses. By densely generating diverse random poses during optimization, our deformable 3D human model learns to capture a wide range of natural motions distilled from a pose-conditioned diffusion model in an end-to-end manner. Furthermore, we propose Adaptive Score Distillation that effectively balances realistic detail and smoothness to achieve optimal 3D results. Experimental results demonstrate that our approach outperforms existing baselines by producing high-quality textures in both static and animated results, and by generating diverse 3D human models from various textual inputs.
Forward-backward Gaussian variational inference via JKO in the Bures-Wasserstein Space
Variational inference (VI) seeks to approximate a target distribution pi by an element of a tractable family of distributions. Of key interest in statistics and machine learning is Gaussian VI, which approximates pi by minimizing the Kullback-Leibler (KL) divergence to pi over the space of Gaussians. In this work, we develop the (Stochastic) Forward-Backward Gaussian Variational Inference (FB-GVI) algorithm to solve Gaussian VI. Our approach exploits the composite structure of the KL divergence, which can be written as the sum of a smooth term (the potential) and a non-smooth term (the entropy) over the Bures-Wasserstein (BW) space of Gaussians endowed with the Wasserstein distance. For our proposed algorithm, we obtain state-of-the-art convergence guarantees when pi is log-smooth and log-concave, as well as the first convergence guarantees to first-order stationary solutions when pi is only log-smooth.
Solving High Frequency and Multi-Scale PDEs with Gaussian Processes
Machine learning based solvers have garnered much attention in physical simulation and scientific computing, with a prominent example, physics-informed neural networks (PINNs). However, PINNs often struggle to solve high-frequency and multi-scale PDEs, which can be due to spectral bias during neural network training. To address this problem, we resort to the Gaussian process (GP) framework. To flexibly capture the dominant frequencies, we model the power spectrum of the PDE solution with a student t mixture or Gaussian mixture. We apply the inverse Fourier transform to obtain the covariance function (by Wiener-Khinchin theorem). The covariance derived from the Gaussian mixture spectrum corresponds to the known spectral mixture kernel. Next, we estimate the mixture weights in the log domain, which we show is equivalent to placing a Jeffreys prior. It automatically induces sparsity, prunes excessive frequencies, and adjusts the remaining toward the ground truth. Third, to enable efficient and scalable computation on massive collocation points, which are critical to capture high frequencies, we place the collocation points on a grid, and multiply our covariance function at each input dimension. We use the GP conditional mean to predict the solution and its derivatives so as to fit the boundary condition and the equation itself. As a result, we can derive a Kronecker product structure in the covariance matrix. We use Kronecker product properties and multilinear algebra to promote computational efficiency and scalability, without low-rank approximations. We show the advantage of our method in systematic experiments. The code is released at https://github.com/xuangu-fang/Gaussian-Process-Slover-for-High-Freq-PDE.
Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling
Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.
MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting
Dynamic scene reconstruction is a long-term challenge in the field of 3D vision. Recently, the emergence of 3D Gaussian Splatting has provided new insights into this problem. Although subsequent efforts rapidly extend static 3D Gaussian to dynamic scenes, they often lack explicit constraints on object motion, leading to optimization difficulties and performance degradation. To address the above issues, we propose a novel deformable 3D Gaussian splatting framework called MotionGS, which explores explicit motion priors to guide the deformation of 3D Gaussians. Specifically, we first introduce an optical flow decoupling module that decouples optical flow into camera flow and motion flow, corresponding to camera movement and object motion respectively. Then the motion flow can effectively constrain the deformation of 3D Gaussians, thus simulating the motion of dynamic objects. Additionally, a camera pose refinement module is proposed to alternately optimize 3D Gaussians and camera poses, mitigating the impact of inaccurate camera poses. Extensive experiments in the monocular dynamic scenes validate that MotionGS surpasses state-of-the-art methods and exhibits significant superiority in both qualitative and quantitative results. Project page: https://ruijiezhu94.github.io/MotionGS_page
Generalized Gaussian Temporal Difference Error for Uncertainty-aware Reinforcement Learning
Conventional uncertainty-aware temporal difference (TD) learning methods often rely on simplistic assumptions, typically including a zero-mean Gaussian distribution for TD errors. Such oversimplification can lead to inaccurate error representations and compromised uncertainty estimation. In this paper, we introduce a novel framework for generalized Gaussian error modeling in deep reinforcement learning, applicable to both discrete and continuous control settings. Our framework enhances the flexibility of error distribution modeling by incorporating additional higher-order moment, particularly kurtosis, thereby improving the estimation and mitigation of data-dependent noise, i.e., aleatoric uncertainty. We examine the influence of the shape parameter of the generalized Gaussian distribution (GGD) on aleatoric uncertainty and provide a closed-form expression that demonstrates an inverse relationship between uncertainty and the shape parameter. Additionally, we propose a theoretically grounded weighting scheme to fully leverage the GGD. To address epistemic uncertainty, we enhance the batch inverse variance weighting by incorporating bias reduction and kurtosis considerations, resulting in improved robustness. Extensive experimental evaluations using policy gradient algorithms demonstrate the consistent efficacy of our method, showcasing significant performance improvements.
High-Dynamic Radar Sequence Prediction for Weather Nowcasting Using Spatiotemporal Coherent Gaussian Representation
Weather nowcasting is an essential task that involves predicting future radar echo sequences based on current observations, offering significant benefits for disaster management, transportation, and urban planning. Current prediction methods are limited by training and storage efficiency, mainly focusing on 2D spatial predictions at specific altitudes. Meanwhile, 3D volumetric predictions at each timestamp remain largely unexplored. To address such a challenge, we introduce a comprehensive framework for 3D radar sequence prediction in weather nowcasting, using the newly proposed SpatioTemporal Coherent Gaussian Splatting (STC-GS) for dynamic radar representation and GauMamba for efficient and accurate forecasting. Specifically, rather than relying on a 4D Gaussian for dynamic scene reconstruction, STC-GS optimizes 3D scenes at each frame by employing a group of Gaussians while effectively capturing their movements across consecutive frames. It ensures consistent tracking of each Gaussian over time, making it particularly effective for prediction tasks. With the temporally correlated Gaussian groups established, we utilize them to train GauMamba, which integrates a memory mechanism into the Mamba framework. This allows the model to learn the temporal evolution of Gaussian groups while efficiently handling a large volume of Gaussian tokens. As a result, it achieves both efficiency and accuracy in forecasting a wide range of dynamic meteorological radar signals. The experimental results demonstrate that our STC-GS can efficiently represent 3D radar sequences with over 16times higher spatial resolution compared with the existing 3D representation methods, while GauMamba outperforms state-of-the-art methods in forecasting a broad spectrum of high-dynamic weather conditions.
GaussianAvatar-Editor: Photorealistic Animatable Gaussian Head Avatar Editor
We introduce GaussianAvatar-Editor, an innovative framework for text-driven editing of animatable Gaussian head avatars that can be fully controlled in expression, pose, and viewpoint. Unlike static 3D Gaussian editing, editing animatable 4D Gaussian avatars presents challenges related to motion occlusion and spatial-temporal inconsistency. To address these issues, we propose the Weighted Alpha Blending Equation (WABE). This function enhances the blending weight of visible Gaussians while suppressing the influence on non-visible Gaussians, effectively handling motion occlusion during editing. Furthermore, to improve editing quality and ensure 4D consistency, we incorporate conditional adversarial learning into the editing process. This strategy helps to refine the edited results and maintain consistency throughout the animation. By integrating these methods, our GaussianAvatar-Editor achieves photorealistic and consistent results in animatable 4D Gaussian editing. We conduct comprehensive experiments across various subjects to validate the effectiveness of our proposed techniques, which demonstrates the superiority of our approach over existing methods. More results and code are available at: [Project Link](https://xiangyueliu.github.io/GaussianAvatar-Editor/).
FreeGaussian: Annotation-free Controllable 3D Gaussian Splats with Flow Derivatives
Reconstructing controllable Gaussian splats from monocular video is a challenging task due to its inherently insufficient constraints. Widely adopted approaches supervise complex interactions with additional masks and control signal annotations, limiting their real-world applications. In this paper, we propose an annotation guidance-free method, dubbed FreeGaussian, that mathematically derives dynamic Gaussian motion from optical flow and camera motion using novel dynamic Gaussian constraints. By establishing a connection between 2D flows and 3D Gaussian dynamic control, our method enables self-supervised optimization and continuity of dynamic Gaussian motions from flow priors. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state with a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Quantitative and qualitative evaluations on extensive experiments demonstrate the state-of-the-art visual performance and control capability of our method. Project page: https://freegaussian.github.io.
FreeTimeGS: Free Gaussians at Anytime and Anywhere for Dynamic Scene Reconstruction
This paper addresses the challenge of reconstructing dynamic 3D scenes with complex motions. Some recent works define 3D Gaussian primitives in the canonical space and use deformation fields to map canonical primitives to observation spaces, achieving real-time dynamic view synthesis. However, these methods often struggle to handle scenes with complex motions due to the difficulty of optimizing deformation fields. To overcome this problem, we propose FreeTimeGS, a novel 4D representation that allows Gaussian primitives to appear at arbitrary time and locations. In contrast to canonical Gaussian primitives, our representation possesses the strong flexibility, thus improving the ability to model dynamic 3D scenes. In addition, we endow each Gaussian primitive with an motion function, allowing it to move to neighboring regions over time, which reduces the temporal redundancy. Experiments results on several datasets show that the rendering quality of our method outperforms recent methods by a large margin.
3D Gaussian Splatting as Markov Chain Monte Carlo
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality
Recently, 3D Gaussian splatting (3D-GS) has achieved great success in reconstructing and rendering real-world scenes. To transfer the high rendering quality to generation tasks, a series of research works attempt to generate 3D-Gaussian assets from text. However, the generated assets have not achieved the same quality as those in reconstruction tasks. We observe that Gaussians tend to grow without control as the generation process may cause indeterminacy. Aiming at highly enhancing the generation quality, we propose a novel framework named GaussianDreamerPro. The main idea is to bind Gaussians to reasonable geometry, which evolves over the whole generation process. Along different stages of our framework, both the geometry and appearance can be enriched progressively. The final output asset is constructed with 3D Gaussians bound to mesh, which shows significantly enhanced details and quality compared with previous methods. Notably, the generated asset can also be seamlessly integrated into downstream manipulation pipelines, e.g. animation, composition, and simulation etc., greatly promoting its potential in wide applications. Demos are available at https://taoranyi.com/gaussiandreamerpro/.
Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
We present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians' motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.
SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/
3D Gaussian Editing with A Single Image
The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.
A Probabilistic Model for Aircraft in Climb using Monotonic Functional Gaussian Process Emulators
Ensuring vertical separation is a key means of maintaining safe separation between aircraft in congested airspace. Aircraft trajectories are modelled in the presence of significant epistemic uncertainty, leading to discrepancies between observed trajectories and the predictions of deterministic models, hampering the task of planning to ensure safe separation. In this paper a probabilistic model is presented, for the purpose of emulating the trajectories of aircraft in climb and bounding the uncertainty of the predicted trajectory. A monotonic, functional representation exploits the spatio-temporal correlations in the radar observations. Through the use of Gaussian Process Emulators, features that parameterise the climb are mapped directly to functional outputs, providing a fast approximation, while ensuring that the resulting trajectory is monotonic. The model was applied as a probabilistic digital twin for aircraft in climb and baselined against BADA, a deterministic model widely used in industry. When applied to an unseen test dataset, the probabilistic model was found to provide a mean prediction that was 21% more accurate, with a 34% sharper forecast.
GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs
Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on https://Gaussian-Property.github.io{this https URL}.
Astrometric Effects of a Stochastic Gravitational Wave Background
A stochastic gravitational wave background causes the apparent positions of distant sources to fluctuate, with angular deflections of order the characteristic strain amplitude of the gravitational waves. These fluctuations may be detectable with high precision astrometry, as first suggested by Braginsky et al. in 1990. Several researchers have made order of magnitude estimates of the upper limits obtainable on the gravitational wave spectrum \Omega_gw(f), at frequencies of order f ~ 1 yr^-1, both for the future space-based optical interferometry missions GAIA and SIM, and for VLBI interferometry in radio wavelengths with the SKA. For GAIA, tracking N ~ 10^6 quasars over a time of T ~ 1 yr with an angular accuracy of \Delta \theta ~ 10 \mu as would yield a sensitivity level of \Omega_gw ~ (\Delta \theta)^2/(N T^2 H_0^2) ~ 10^-6, which would be comparable with pulsar timing. In this paper we take a first step toward firming up these estimates by computing in detail the statistical properties of the angular deflections caused by a stochastic background. We compute analytically the two point correlation function of the deflections on the sphere, and the spectrum as a function of frequency and angular scale. The fluctuations are concentrated at low frequencies (for a scale invariant stochastic background), and at large angular scales, starting with the quadrupole. The magnetic-type and electric-type pieces of the fluctuations have equal amounts of power.
Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering
Modeling dynamic, large-scale urban scenes is challenging due to their highly intricate geometric structures and unconstrained dynamics in both space and time. Prior methods often employ high-level architectural priors, separating static and dynamic elements, resulting in suboptimal capture of their synergistic interactions. To address this challenge, we present a unified representation model, called Periodic Vibration Gaussian (PVG). PVG builds upon the efficient 3D Gaussian splatting technique, originally designed for static scene representation, by introducing periodic vibration-based temporal dynamics. This innovation enables PVG to elegantly and uniformly represent the characteristics of various objects and elements in dynamic urban scenes. To enhance temporally coherent representation learning with sparse training data, we introduce a novel flow-based temporal smoothing mechanism and a position-aware adaptive control strategy. Extensive experiments on Waymo Open Dataset and KITTI benchmarks demonstrate that PVG surpasses state-of-the-art alternatives in both reconstruction and novel view synthesis for both dynamic and static scenes. Notably, PVG achieves this without relying on manually labeled object bounding boxes or expensive optical flow estimation. Moreover, PVG exhibits 50/6000-fold acceleration in training/rendering over the best alternative.
Gaussian Process Priors for Systems of Linear Partial Differential Equations with Constant Coefficients
Partial differential equations (PDEs) are important tools to model physical systems, and including them into machine learning models is an important way of incorporating physical knowledge. Given any system of linear PDEs with constant coefficients, we propose a family of Gaussian process (GP) priors, which we call EPGP, such that all realizations are exact solutions of this system. We apply the Ehrenpreis-Palamodov fundamental principle, which works like a non-linear Fourier transform, to construct GP kernels mirroring standard spectral methods for GPs. Our approach can infer probable solutions of linear PDE systems from any data such as noisy measurements, or pointwise defined initial and boundary conditions. Constructing EPGP-priors is algorithmic, generally applicable, and comes with a sparse version (S-EPGP) that learns the relevant spectral frequencies and works better for big data sets. We demonstrate our approach on three families of systems of PDE, the heat equation, wave equation, and Maxwell's equations, where we improve upon the state of the art in computation time and precision, in some experiments by several orders of magnitude.
Free-Form Variational Inference for Gaussian Process State-Space Models
Gaussian process state-space models (GPSSMs) provide a principled and flexible approach to modeling the dynamics of a latent state, which is observed at discrete-time points via a likelihood model. However, inference in GPSSMs is computationally and statistically challenging due to the large number of latent variables in the model and the strong temporal dependencies between them. In this paper, we propose a new method for inference in Bayesian GPSSMs, which overcomes the drawbacks of previous approaches, namely over-simplified assumptions, and high computational requirements. Our method is based on free-form variational inference via stochastic gradient Hamiltonian Monte Carlo within the inducing-variable formalism. Furthermore, by exploiting our proposed variational distribution, we provide a collapsed extension of our method where the inducing variables are marginalized analytically. We also showcase results when combining our framework with particle MCMC methods. We show that, on six real-world datasets, our approach can learn transition dynamics and latent states more accurately than competing methods.
GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation
Creating 4D fields of Gaussian Splatting from images or videos is a challenging task due to its under-constrained nature. While the optimization can draw photometric reference from the input videos or be regulated by generative models, directly supervising Gaussian motions remains underexplored. In this paper, we introduce a novel concept, Gaussian flow, which connects the dynamics of 3D Gaussians and pixel velocities between consecutive frames. The Gaussian flow can be efficiently obtained by splatting Gaussian dynamics into the image space. This differentiable process enables direct dynamic supervision from optical flow. Our method significantly benefits 4D dynamic content generation and 4D novel view synthesis with Gaussian Splatting, especially for contents with rich motions that are hard to be handled by existing methods. The common color drifting issue that happens in 4D generation is also resolved with improved Guassian dynamics. Superior visual quality on extensive experiments demonstrates our method's effectiveness. Quantitative and qualitative evaluations show that our method achieves state-of-the-art results on both tasks of 4D generation and 4D novel view synthesis. Project page: https://zerg-overmind.github.io/GaussianFlow.github.io/
Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).
GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions
Recently, impressive results have been achieved in 3D scene editing with text instructions based on a 2D diffusion model. However, current diffusion models primarily generate images by predicting noise in the latent space, and the editing is usually applied to the whole image, which makes it challenging to perform delicate, especially localized, editing for 3D scenes. Inspired by recent 3D Gaussian splatting, we propose a systematic framework, named GaussianEditor, to edit 3D scenes delicately via 3D Gaussians with text instructions. Benefiting from the explicit property of 3D Gaussians, we design a series of techniques to achieve delicate editing. Specifically, we first extract the region of interest (RoI) corresponding to the text instruction, aligning it to 3D Gaussians. The Gaussian RoI is further used to control the editing process. Our framework can achieve more delicate and precise editing of 3D scenes than previous methods while enjoying much faster training speed, i.e. within 20 minutes on a single V100 GPU, more than twice as fast as Instruct-NeRF2NeRF (45 minutes -- 2 hours).
Safe Learning-Based Control of Elastic Joint Robots via Control Barrier Functions
Ensuring safety is of paramount importance in physical human-robot interaction applications. This requires both adherence to safety constraints defined on the system state, as well as guaranteeing compliant behavior of the robot. If the underlying dynamical system is known exactly, the former can be addressed with the help of control barrier functions. The incorporation of elastic actuators in the robot's mechanical design can address the latter requirement. However, this elasticity can increase the complexity of the resulting system, leading to unmodeled dynamics, such that control barrier functions cannot directly ensure safety. In this paper, we mitigate this issue by learning the unknown dynamics using Gaussian process regression. By employing the model in a feedback linearizing control law, the safety conditions resulting from control barrier functions can be robustified to take into account model errors, while remaining feasible. In order to enforce them on-line, we formulate the derived safety conditions in the form of a second-order cone program. We demonstrate our proposed approach with simulations on a two-degree-of-freedom planar robot with elastic joints.
Splatter a Video: Video Gaussian Representation for Versatile Processing
Video representation is a long-standing problem that is crucial for various down-stream tasks, such as tracking,depth prediction,segmentation,view synthesis,and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation-video Gaussian representation -- that embeds a video into 3D Gaussians. Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting. Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation. Project page: https://sunyangtian.github.io/spatter_a_video_web/
Probabilistic Digital Twin for Misspecified Structural Dynamical Systems via Latent Force Modeling and Bayesian Neural Networks
This work presents a probabilistic digital twin framework for response prediction in dynamical systems governed by misspecified physics. The approach integrates Gaussian Process Latent Force Models (GPLFM) and Bayesian Neural Networks (BNNs) to enable end-to-end uncertainty-aware inference and prediction. In the diagnosis phase, model-form errors (MFEs) are treated as latent input forces to a nominal linear dynamical system and jointly estimated with system states using GPLFM from sensor measurements. A BNN is then trained on posterior samples to learn a probabilistic nonlinear mapping from system states to MFEs, while capturing diagnostic uncertainty. For prognosis, this mapping is used to generate pseudo-measurements, enabling state prediction via Kalman filtering. The framework allows for systematic propagation of uncertainty from diagnosis to prediction, a key capability for trustworthy digital twins. The framework is demonstrated using four nonlinear examples: a single degree of freedom (DOF) oscillator, a multi-DOF system, and two established benchmarks -- the Bouc-Wen hysteretic system and the Silverbox experimental dataset -- highlighting its predictive accuracy and robustness to model misspecification.
Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models
Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.
Gaussian Splatting with NeRF-based Color and Opacity
Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar render quality with faster training and inference as it does not need neural networks to work. It encodes information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model Viewing Direction Gaussian Splatting (VDGS) that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and a neural network that takes Gaussian parameters and viewing direction to produce changes in the said color and opacity. As a result, our model better describes shadows, light reflections, and the transparency of 3D objects without adding additional texture and light components.
Approximate Inference for Fully Bayesian Gaussian Process Regression
Learning in Gaussian Process models occurs through the adaptation of hyperparameters of the mean and the covariance function. The classical approach entails maximizing the marginal likelihood yielding fixed point estimates (an approach called Type II maximum likelihood or ML-II). An alternative learning procedure is to infer the posterior over hyperparameters in a hierarchical specification of GPs we call Fully Bayesian Gaussian Process Regression (GPR). This work considers two approximation schemes for the intractable hyperparameter posterior: 1) Hamiltonian Monte Carlo (HMC) yielding a sampling-based approximation and 2) Variational Inference (VI) where the posterior over hyperparameters is approximated by a factorized Gaussian (mean-field) or a full-rank Gaussian accounting for correlations between hyperparameters. We analyze the predictive performance for fully Bayesian GPR on a range of benchmark data sets.
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics
We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS^2)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/
Monotonicity and Double Descent in Uncertainty Estimation with Gaussian Processes
The quality of many modern machine learning models improves as model complexity increases, an effect that has been quantified, for predictive performance, with the non-monotonic double descent learning curve. Here, we address the overarching question: is there an analogous theory of double descent for models which estimate uncertainty? We provide a partially affirmative and partially negative answer in the setting of Gaussian processes (GP). Under standard assumptions, we prove that higher model quality for optimally-tuned GPs (including uncertainty prediction) under marginal likelihood is realized for larger input dimensions, and therefore exhibits a monotone error curve. After showing that marginal likelihood does not naturally exhibit double descent in the input dimension, we highlight related forms of posterior predictive loss that do exhibit non-monotonicity. Finally, we verify empirically that our results hold for real data, beyond our considered assumptions, and we explore consequences involving synthetic covariates.
Motion Blender Gaussian Splatting for Dynamic Scene Reconstruction
Gaussian splatting has emerged as a powerful tool for high-fidelity reconstruction of dynamic scenes. However, existing methods primarily rely on implicit motion representations, such as encoding motions into neural networks or per-Gaussian parameters, which makes it difficult to further manipulate the reconstructed motions. This lack of explicit controllability limits existing methods to replaying recorded motions only, which hinders a wider application in robotics. To address this, we propose Motion Blender Gaussian Splatting (MBGS), a novel framework that uses motion graphs as an explicit and sparse motion representation. The motion of a graph's links is propagated to individual Gaussians via dual quaternion skinning, with learnable weight painting functions that determine the influence of each link. The motion graphs and 3D Gaussians are jointly optimized from input videos via differentiable rendering. Experiments show that MBGS achieves state-of-the-art performance on the highly challenging iPhone dataset while being competitive on HyperNeRF. We demonstrate the application potential of our method in animating novel object poses, synthesizing real robot demonstrations, and predicting robot actions through visual planning. The source code, models, video demonstrations can be found at http://mlzxy.github.io/motion-blender-gs.
Central limit theorems under non-stationarity via relative weak convergence
Statistical inference for non-stationary data is hindered by the failure of classical central limit theorems (CLTs), not least because there is no fixed Gaussian limit to converge to. To resolve this, we introduce relative weak convergence, an extension of weak convergence that compares a statistic or process to a sequence of evolving processes. Relative weak convergence retains the essential consequences of classical weak convergence and coincides with it under stationarity. Crucially, it applies in general non-stationary settings where classical weak convergence fails. We establish concrete relative CLTs for random vectors and empirical processes, along with sequential, weighted, and bootstrap variants, that parallel the state-of-the-art in stationary settings. Our framework and results offer simple, plug-in replacements for classical CLTs whenever stationarity is untenable, as illustrated by applications in nonparametric trend estimation and hypothesis testing.
Vanishing Point Estimation in Uncalibrated Images with Prior Gravity Direction
We tackle the problem of estimating a Manhattan frame, i.e. three orthogonal vanishing points, and the unknown focal length of the camera, leveraging a prior vertical direction. The direction can come from an Inertial Measurement Unit that is a standard component of recent consumer devices, e.g., smartphones. We provide an exhaustive analysis of minimal line configurations and derive two new 2-line solvers, one of which does not suffer from singularities affecting existing solvers. Additionally, we design a new non-minimal method, running on an arbitrary number of lines, to boost the performance in local optimization. Combining all solvers in a hybrid robust estimator, our method achieves increased accuracy even with a rough prior. Experiments on synthetic and real-world datasets demonstrate the superior accuracy of our method compared to the state of the art, while having comparable runtimes. We further demonstrate the applicability of our solvers for relative rotation estimation. The code is available at https://github.com/cvg/VP-Estimation-with-Prior-Gravity.
Gaussian processes at the Helm(holtz): A more fluid model for ocean currents
Given sparse observations of buoy velocities, oceanographers are interested in reconstructing ocean currents away from the buoys and identifying divergences in a current vector field. As a first and modular step, we focus on the time-stationary case - for instance, by restricting to short time periods. Since we expect current velocity to be a continuous but highly non-linear function of spatial location, Gaussian processes (GPs) offer an attractive model. But we show that applying a GP with a standard stationary kernel directly to buoy data can struggle at both current reconstruction and divergence identification, due to some physically unrealistic prior assumptions. To better reflect known physical properties of currents, we propose to instead put a standard stationary kernel on the divergence and curl-free components of a vector field obtained through a Helmholtz decomposition. We show that, because this decomposition relates to the original vector field just via mixed partial derivatives, we can still perform inference given the original data with only a small constant multiple of additional computational expense. We illustrate the benefits of our method with theory and experiments on synthetic and real ocean data.
Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics
For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.
Implicit Maximum a Posteriori Filtering via Adaptive Optimization
Bayesian filtering approximates the true underlying behavior of a time-varying system by inverting an explicit generative model to convert noisy measurements into state estimates. This process typically requires either storage, inversion, and multiplication of large matrices or Monte Carlo estimation, neither of which are practical in high-dimensional state spaces such as the weight spaces of artificial neural networks. Here, we frame the standard Bayesian filtering problem as optimization over a time-varying objective. Instead of maintaining matrices for the filtering equations or simulating particles, we specify an optimizer that defines the Bayesian filter implicitly. In the linear-Gaussian setting, we show that every Kalman filter has an equivalent formulation using K steps of gradient descent. In the nonlinear setting, our experiments demonstrate that our framework results in filters that are effective, robust, and scalable to high-dimensional systems, comparing well against the standard toolbox of Bayesian filtering solutions. We suggest that it is easier to fine-tune an optimizer than it is to specify the correct filtering equations, making our framework an attractive option for high-dimensional filtering problems.
Near-linear Time Gaussian Process Optimization with Adaptive Batching and Resparsification
Gaussian processes (GP) are one of the most successful frameworks to model uncertainty. However, GP optimization (e.g., GP-UCB) suffers from major scalability issues. Experimental time grows linearly with the number of evaluations, unless candidates are selected in batches (e.g., using GP-BUCB) and evaluated in parallel. Furthermore, computational cost is often prohibitive since algorithms such as GP-BUCB require a time at least quadratic in the number of dimensions and iterations to select each batch. In this paper, we introduce BBKB (Batch Budgeted Kernel Bandits), the first no-regret GP optimization algorithm that provably runs in near-linear time and selects candidates in batches. This is obtained with a new guarantee for the tracking of the posterior variances that allows BBKB to choose increasingly larger batches, improving over GP-BUCB. Moreover, we show that the same bound can be used to adaptively delay costly updates to the sparse GP approximation used by BBKB, achieving a near-constant per-step amortized cost. These findings are then confirmed in several experiments, where BBKB is much faster than state-of-the-art methods.
Chance-Constrained Gaussian Mixture Steering to a Terminal Gaussian Distribution
We address the problem of finite-horizon control of a discrete-time linear system, where the initial state distribution follows a Gaussian mixture model, the terminal state must follow a specified Gaussian distribution, and the state and control inputs must obey chance constraints. We show that, throughout the time horizon, the state and control distributions are fully characterized by Gaussian mixtures. We then formulate the cost, distributional terminal constraint, and affine/2-norm chance constraints on the state and control, as convex functions of the decision variables. This is leveraged to formulate the chance-constrained path planning problem as a single convex optimization problem. A numerical example demonstrates the effectiveness of the proposed method.
GaussianFusion: Gaussian-Based Multi-Sensor Fusion for End-to-End Autonomous Driving
Multi-sensor fusion is crucial for improving the performance and robustness of end-to-end autonomous driving systems. Existing methods predominantly adopt either attention-based flatten fusion or bird's eye view fusion through geometric transformations. However, these approaches often suffer from limited interpretability or dense computational overhead. In this paper, we introduce GaussianFusion, a Gaussian-based multi-sensor fusion framework for end-to-end autonomous driving. Our method employs intuitive and compact Gaussian representations as intermediate carriers to aggregate information from diverse sensors. Specifically, we initialize a set of 2D Gaussians uniformly across the driving scene, where each Gaussian is parameterized by physical attributes and equipped with explicit and implicit features. These Gaussians are progressively refined by integrating multi-modal features. The explicit features capture rich semantic and spatial information about the traffic scene, while the implicit features provide complementary cues beneficial for trajectory planning. To fully exploit rich spatial and semantic information in Gaussians, we design a cascade planning head that iteratively refines trajectory predictions through interactions with Gaussians. Extensive experiments on the NAVSIM and Bench2Drive benchmarks demonstrate the effectiveness and robustness of the proposed GaussianFusion framework. The source code will be released at https://github.com/Say2L/GaussianFusion.
An Efficient 3D Gaussian Representation for Monocular/Multi-view Dynamic Scenes
In novel view synthesis of scenes from multiple input views, 3D Gaussian splatting emerges as a viable alternative to existing radiance field approaches, delivering great visual quality and real-time rendering. While successful in static scenes, the present advancement of 3D Gaussian representation, however, faces challenges in dynamic scenes in terms of memory consumption and the need for numerous observations per time step, due to the onus of storing 3D Gaussian parameters per time step. In this study, we present an efficient 3D Gaussian representation tailored for dynamic scenes in which we define positions and rotations as functions of time while leaving other time-invariant properties of the static 3D Gaussian unchanged. Notably, our representation reduces memory usage, which is consistent regardless of the input sequence length. Additionally, it mitigates the risk of overfitting observed frames by accounting for temporal changes. The optimization of our Gaussian representation based on image and flow reconstruction results in a powerful framework for dynamic scene view synthesis in both monocular and multi-view cases. We obtain the highest rendering speed of 118 frames per second (FPS) at a resolution of 1352 times 1014 with a single GPU, showing the practical usability and effectiveness of our proposed method in dynamic scene rendering scenarios.
A Third-Order Gaussian Process Trajectory Representation Framework with Closed-Form Kinematics for Continuous-Time Motion Estimation
In this paper, we propose a third-order, i.e., white-noise-on-jerk, Gaussian Process (GP) Trajectory Representation (TR) framework for continuous-time (CT) motion estimation (ME) tasks. Our framework features a unified trajectory representation that encapsulates the kinematic models of both SO(3)timesR^3 and SE(3) pose representations. This encapsulation strategy allows users to use the same implementation of measurement-based factors for either choice of pose representation, which facilitates experimentation and comparison to achieve the best model for the ME task. In addition, unique to our framework, we derive the kinematic models with the closed-form temporal derivatives of the local variable of SO(3) and SE(3), which so far has only been approximated based on the Taylor expansion in the literature. Our experiments show that these kinematic models can improve the estimation accuracy in high-speed scenarios. All analytical Jacobians of the interpolated states with respect to the support states of the trajectory representation, as well as the motion prior factors, are also provided for accelerated Gauss-Newton (GN) optimization. Our experiments demonstrate the efficacy and efficiency of the framework in various motion estimation tasks such as localization, calibration, and odometry, facilitating fast prototyping for ME researchers. We release the source code for the benefit of the community. Our project is available at https://github.com/brytsknguyen/gptr.
LiftImage3D: Lifting Any Single Image to 3D Gaussians with Video Generation Priors
Single-image 3D reconstruction remains a fundamental challenge in computer vision due to inherent geometric ambiguities and limited viewpoint information. Recent advances in Latent Video Diffusion Models (LVDMs) offer promising 3D priors learned from large-scale video data. However, leveraging these priors effectively faces three key challenges: (1) degradation in quality across large camera motions, (2) difficulties in achieving precise camera control, and (3) geometric distortions inherent to the diffusion process that damage 3D consistency. We address these challenges by proposing LiftImage3D, a framework that effectively releases LVDMs' generative priors while ensuring 3D consistency. Specifically, we design an articulated trajectory strategy to generate video frames, which decomposes video sequences with large camera motions into ones with controllable small motions. Then we use robust neural matching models, i.e. MASt3R, to calibrate the camera poses of generated frames and produce corresponding point clouds. Finally, we propose a distortion-aware 3D Gaussian splatting representation, which can learn independent distortions between frames and output undistorted canonical Gaussians. Extensive experiments demonstrate that LiftImage3D achieves state-of-the-art performance on two challenging datasets, i.e. LLFF, DL3DV, and Tanks and Temples, and generalizes well to diverse in-the-wild images, from cartoon illustrations to complex real-world scenes.
Solving a Machine Learning Regression Problem Based on the Theory of Random Functions
This paper studies a machine learning regression problem as a multivariate approximation problem using the framework of the theory of random functions. An ab initio derivation of a regression method is proposed, starting from postulates of indifference. It is shown that if a probability measure on an infinite-dimensional function space possesses natural symmetries (invariance under translation, rotation, scaling, and Gaussianity), then the entire solution scheme, including the kernel form, the type of regularization, and the noise parameterization, follows analytically from these postulates. The resulting kernel coincides with a generalized polyharmonic spline; however, unlike existing approaches, it is not chosen empirically but arises as a consequence of the indifference principle. This result provides a theoretical foundation for a broad class of smoothing and interpolation methods, demonstrating their optimality in the absence of a priori information.
GDGS: 3D Gaussian Splatting Via Geometry-Guided Initialization And Dynamic Density Control
We propose a method to enhance 3D Gaussian Splatting (3DGS)~Kerbl2023, addressing challenges in initialization, optimization, and density control. Gaussian Splatting is an alternative for rendering realistic images while supporting real-time performance, and it has gained popularity due to its explicit 3D Gaussian representation. However, 3DGS heavily depends on accurate initialization and faces difficulties in optimizing unstructured Gaussian distributions into ordered surfaces, with limited adaptive density control mechanism proposed so far. Our first key contribution is a geometry-guided initialization to predict Gaussian parameters, ensuring precise placement and faster convergence. We then introduce a surface-aligned optimization strategy to refine Gaussian placement, improving geometric accuracy and aligning with the surface normals of the scene. Finally, we present a dynamic adaptive density control mechanism that adjusts Gaussian density based on regional complexity, for visual fidelity. These innovations enable our method to achieve high-fidelity real-time rendering and significant improvements in visual quality, even in complex scenes. Our method demonstrates comparable or superior results to state-of-the-art methods, rendering high-fidelity images in real time.
GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering
Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .
A structural equation formulation for general quasi-periodic Gaussian processes
This paper introduces a structural equation formulation that gives rise to a new family of quasi-periodic Gaussian processes, useful to process a broad class of natural and physiological signals. The proposed formulation simplifies generation and forecasting, and provides hyperparameter estimates, which we exploit in a convergent and consistent iterative estimation algorithm. A bootstrap approach for standard error estimation and confidence intervals is also provided. We demonstrate the computational and scaling benefits of the proposed approach on a broad class of problems, including water level tidal analysis, CO_{2} emission data, and sunspot numbers data. By leveraging the structural equations, our method reduces the cost of likelihood evaluations and predictions from O(k^2 p^2) to O(p^2), significantly improving scalability.
GauS-SLAM: Dense RGB-D SLAM with Gaussian Surfels
We propose GauS-SLAM, a dense RGB-D SLAM system that leverages 2D Gaussian surfels to achieve robust tracking and high-fidelity mapping. Our investigations reveal that Gaussian-based scene representations exhibit geometry distortion under novel viewpoints, which significantly degrades the accuracy of Gaussian-based tracking methods. These geometry inconsistencies arise primarily from the depth modeling of Gaussian primitives and the mutual interference between surfaces during the depth blending. To address these, we propose a 2D Gaussian-based incremental reconstruction strategy coupled with a Surface-aware Depth Rendering mechanism, which significantly enhances geometry accuracy and multi-view consistency. Additionally, the proposed local map design dynamically isolates visible surfaces during tracking, mitigating misalignment caused by occluded regions in global maps while maintaining computational efficiency with increasing Gaussian density. Extensive experiments across multiple datasets demonstrate that GauS-SLAM outperforms comparable methods, delivering superior tracking precision and rendering fidelity. The project page will be made available at https://gaus-slam.github.io.
SmileSplat: Generalizable Gaussian Splats for Unconstrained Sparse Images
Sparse Multi-view Images can be Learned to predict explicit radiance fields via Generalizable Gaussian Splatting approaches, which can achieve wider application prospects in real-life when ground-truth camera parameters are not required as inputs. In this paper, a novel generalizable Gaussian Splatting method, SmileSplat, is proposed to reconstruct pixel-aligned Gaussian surfels for diverse scenarios only requiring unconstrained sparse multi-view images. First, Gaussian surfels are predicted based on the multi-head Gaussian regression decoder, which can are represented with less degree-of-freedom but have better multi-view consistency. Furthermore, the normal vectors of Gaussian surfel are enhanced based on high-quality of normal priors. Second, the Gaussians and camera parameters (both extrinsic and intrinsic) are optimized to obtain high-quality Gaussian radiance fields for novel view synthesis tasks based on the proposed Bundle-Adjusting Gaussian Splatting module. Extensive experiments on novel view rendering and depth map prediction tasks are conducted on public datasets, demonstrating that the proposed method achieves state-of-the-art performance in various 3D vision tasks. More information can be found on our project page (https://yanyan-li.github.io/project/gs/smilesplat)
6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
Novel view synthesis has advanced significantly with the development of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS). However, achieving high quality without compromising real-time rendering remains challenging, particularly for physically-based ray tracing with view-dependent effects. Recently, N-dimensional Gaussians (N-DG) introduced a 6D spatial-angular representation to better incorporate view-dependent effects, but the Gaussian representation and control scheme are sub-optimal. In this paper, we revisit 6D Gaussians and introduce 6D Gaussian Splatting (6DGS), which enhances color and opacity representations and leverages the additional directional information in the 6D space for optimized Gaussian control. Our approach is fully compatible with the 3DGS framework and significantly improves real-time radiance field rendering by better modeling view-dependent effects and fine details. Experiments demonstrate that 6DGS significantly outperforms 3DGS and N-DG, achieving up to a 15.73 dB improvement in PSNR with a reduction of 66.5% Gaussian points compared to 3DGS. The project page is: https://gaozhongpai.github.io/6dgs/
Some Properties of Large Excursions of a Stationary Gaussian Process
The present work investigates two properties of level crossings of a stationary Gaussian process X(t) with autocorrelation function R_X(tau). We show firstly that if R_X(tau) admits finite second and fourth derivatives at the origin, the length of up-excursions above a large negative level -gamma is asymptotically exponential as -gamma to -infty. Secondly, assuming that R_X(tau) admits a finite second derivative at the origin and some defined properties, we derive the mean number of crossings as well as the length of successive excursions above two subsequent large levels. The asymptotic results are shown to be effective even for moderate values of crossing level. An application of the developed results is proposed to derive the probability of successive excursions above adjacent levels during a time window.
Safe Learning-based Gradient-free Model Predictive Control Based on Cross-entropy Method
In this paper, a safe and learning-based control framework for model predictive control (MPC) is proposed to optimize nonlinear systems with a non-differentiable objective function under uncertain environmental disturbances. The control framework integrates a learning-based MPC with an auxiliary controller in a way of minimal intervention. The learning-based MPC augments the prior nominal model with incremental Gaussian Processes to learn the uncertain disturbances. The cross-entropy method (CEM) is utilized as the sampling-based optimizer for the MPC with a non-differentiable objective function. A minimal intervention controller is devised with a control Lyapunov function and a control barrier function to guide the sampling process and endow the system with high probabilistic safety. The proposed algorithm shows a safe and adaptive control performance on a simulated quadrotor in the tasks of trajectory tracking and obstacle avoidance under uncertain wind disturbances.
Are Gaussian data all you need? Extents and limits of universality in high-dimensional generalized linear estimation
In this manuscript we consider the problem of generalized linear estimation on Gaussian mixture data with labels given by a single-index model. Our first result is a sharp asymptotic expression for the test and training errors in the high-dimensional regime. Motivated by the recent stream of results on the Gaussian universality of the test and training errors in generalized linear estimation, we ask ourselves the question: "when is a single Gaussian enough to characterize the error?". Our formula allow us to give sharp answers to this question, both in the positive and negative directions. More precisely, we show that the sufficient conditions for Gaussian universality (or lack of thereof) crucially depend on the alignment between the target weights and the means and covariances of the mixture clusters, which we precisely quantify. In the particular case of least-squares interpolation, we prove a strong universality property of the training error, and show it follows a simple, closed-form expression. Finally, we apply our results to real datasets, clarifying some recent discussion in the literature about Gaussian universality of the errors in this context.
Generalized Gaussian Model for Learned Image Compression
In learned image compression, probabilistic models play an essential role in characterizing the distribution of latent variables. The Gaussian model with mean and scale parameters has been widely used for its simplicity and effectiveness. Probabilistic models with more parameters, such as the Gaussian mixture models, can fit the distribution of latent variables more precisely, but the corresponding complexity will also be higher. To balance between compression performance and complexity, we extend the Gaussian model to the generalized Gaussian model for more flexible latent distribution modeling, introducing only one additional shape parameter, beta, than the Gaussian model. To enhance the performance of the generalized Gaussian model by alleviating the train-test mismatch, we propose improved training methods, including beta-dependent lower bounds for scale parameters and gradient rectification. Our proposed generalized Gaussian model, coupled with the improved training methods, is demonstrated to outperform the Gaussian and Gaussian mixture models on a variety of learned image compression methods.
GaVS: 3D-Grounded Video Stabilization via Temporally-Consistent Local Reconstruction and Rendering
Video stabilization is pivotal for video processing, as it removes unwanted shakiness while preserving the original user motion intent. Existing approaches, depending on the domain they operate, suffer from several issues (e.g. geometric distortions, excessive cropping, poor generalization) that degrade the user experience. To address these issues, we introduce GaVS, a novel 3D-grounded approach that reformulates video stabilization as a temporally-consistent `local reconstruction and rendering' paradigm. Given 3D camera poses, we augment a reconstruction model to predict Gaussian Splatting primitives, and finetune it at test-time, with multi-view dynamics-aware photometric supervision and cross-frame regularization, to produce temporally-consistent local reconstructions. The model are then used to render each stabilized frame. We utilize a scene extrapolation module to avoid frame cropping. Our method is evaluated on a repurposed dataset, instilled with 3D-grounded information, covering samples with diverse camera motions and scene dynamics. Quantitatively, our method is competitive with or superior to state-of-the-art 2D and 2.5D approaches in terms of conventional task metrics and new geometry consistency. Qualitatively, our method produces noticeably better results compared to alternatives, validated by the user study.
A Coreset-based, Tempered Variational Posterior for Accurate and Scalable Stochastic Gaussian Process Inference
We present a novel stochastic variational Gaussian process (GP) inference method, based on a posterior over a learnable set of weighted pseudo input-output points (coresets). Instead of a free-form variational family, the proposed coreset-based, variational tempered family for GPs (CVTGP) is defined in terms of the GP prior and the data-likelihood; hence, accommodating the modeling inductive biases. We derive CVTGP's lower bound for the log-marginal likelihood via marginalization of the proposed posterior over latent GP coreset variables, and show it is amenable to stochastic optimization. CVTGP reduces the learnable parameter size to O(M), enjoys numerical stability, and maintains O(M^3) time- and O(M^2) space-complexity, by leveraging a coreset-based tempered posterior that, in turn, provides sparse and explainable representations of the data. Results on simulated and real-world regression problems with Gaussian observation noise validate that CVTGP provides better evidence lower-bound estimates and predictive root mean squared error than alternative stochastic GP inference methods.
3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
Is your stochastic signal really detectable?
Separating a stochastic gravitational wave background (SGWB) from noise is a challenging statistical task. One approach to establishing a detection criterion for the SGWB is using Bayesian evidence. If the evidence ratio (Bayes factor) between models with and without the signal exceeds a certain threshold, the signal is considered detected. We present a formalism to compute the averaged Bayes factor, incorporating instrumental-noise and SGWB uncertainties. As an example, we consider the case of power-law-shaped SGWB in LISA and generate the corresponding bayesian sensitivity curve. Unlike existing methods in the literature, which typically neglect uncertainties in both the signal and noise, our approach provides a reliable and realistic alternative. This flexible framework opens avenues for more robust stochastic gravitational wave background detection across gravitational-wave experiments.
Variational sparse inverse Cholesky approximation for latent Gaussian processes via double Kullback-Leibler minimization
To achieve scalable and accurate inference for latent Gaussian processes, we propose a variational approximation based on a family of Gaussian distributions whose covariance matrices have sparse inverse Cholesky (SIC) factors. We combine this variational approximation of the posterior with a similar and efficient SIC-restricted Kullback-Leibler-optimal approximation of the prior. We then focus on a particular SIC ordering and nearest-neighbor-based sparsity pattern resulting in highly accurate prior and posterior approximations. For this setting, our variational approximation can be computed via stochastic gradient descent in polylogarithmic time per iteration. We provide numerical comparisons showing that the proposed double-Kullback-Leibler-optimal Gaussian-process approximation (DKLGP) can sometimes be vastly more accurate for stationary kernels than alternative approaches such as inducing-point and mean-field approximations at similar computational complexity.
X^{2}-Gaussian: 4D Radiative Gaussian Splatting for Continuous-time Tomographic Reconstruction
Four-dimensional computed tomography (4D CT) reconstruction is crucial for capturing dynamic anatomical changes but faces inherent limitations from conventional phase-binning workflows. Current methods discretize temporal resolution into fixed phases with respiratory gating devices, introducing motion misalignment and restricting clinical practicality. In this paper, We propose X^2-Gaussian, a novel framework that enables continuous-time 4D-CT reconstruction by integrating dynamic radiative Gaussian splatting with self-supervised respiratory motion learning. Our approach models anatomical dynamics through a spatiotemporal encoder-decoder architecture that predicts time-varying Gaussian deformations, eliminating phase discretization. To remove dependency on external gating devices, we introduce a physiology-driven periodic consistency loss that learns patient-specific breathing cycles directly from projections via differentiable optimization. Extensive experiments demonstrate state-of-the-art performance, achieving a 9.93 dB PSNR gain over traditional methods and 2.25 dB improvement against prior Gaussian splatting techniques. By unifying continuous motion modeling with hardware-free period learning, X^2-Gaussian advances high-fidelity 4D CT reconstruction for dynamic clinical imaging. Project website at: https://x2-gaussian.github.io/.
Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation
Recent advancements in dynamic 3D scene reconstruction have shown promising results, enabling high-fidelity 3D novel view synthesis with improved temporal consistency. Among these, 4D Gaussian Splatting (4DGS) has emerged as an appealing approach due to its ability to model high-fidelity spatial and temporal variations. However, existing methods suffer from substantial computational and memory overhead due to the redundant allocation of 4D Gaussians to static regions, which can also degrade image quality. In this work, we introduce hybrid 3D-4D Gaussian Splatting (3D-4DGS), a novel framework that adaptively represents static regions with 3D Gaussians while reserving 4D Gaussians for dynamic elements. Our method begins with a fully 4D Gaussian representation and iteratively converts temporally invariant Gaussians into 3D, significantly reducing the number of parameters and improving computational efficiency. Meanwhile, dynamic Gaussians retain their full 4D representation, capturing complex motions with high fidelity. Our approach achieves significantly faster training times compared to baseline 4D Gaussian Splatting methods while maintaining or improving the visual quality.
VeGaS: Video Gaussian Splatting
Implicit Neural Representations (INRs) employ neural networks to approximate discrete data as continuous functions. In the context of video data, such models can be utilized to transform the coordinates of pixel locations along with frame occurrence times (or indices) into RGB color values. Although INRs facilitate effective compression, they are unsuitable for editing purposes. One potential solution is to use a 3D Gaussian Splatting (3DGS) based model, such as the Video Gaussian Representation (VGR), which is capable of encoding video as a multitude of 3D Gaussians and is applicable for numerous video processing operations, including editing. Nevertheless, in this case, the capacity for modification is constrained to a limited set of basic transformations. To address this issue, we introduce the Video Gaussian Splatting (VeGaS) model, which enables realistic modifications of video data. To construct VeGaS, we propose a novel family of Folded-Gaussian distributions designed to capture nonlinear dynamics in a video stream and model consecutive frames by 2D Gaussians obtained as respective conditional distributions. Our experiments demonstrate that VeGaS outperforms state-of-the-art solutions in frame reconstruction tasks and allows realistic modifications of video data. The code is available at: https://github.com/gmum/VeGaS.
Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
Novel view synthesis of dynamic scenes has been an intriguing yet challenging problem. Despite recent advancements, simultaneously achieving high-resolution photorealistic results, real-time rendering, and compact storage remains a formidable task. To address these challenges, we propose Spacetime Gaussian Feature Splatting as a novel dynamic scene representation, composed of three pivotal components. First, we formulate expressive Spacetime Gaussians by enhancing 3D Gaussians with temporal opacity and parametric motion/rotation. This enables Spacetime Gaussians to capture static, dynamic, as well as transient content within a scene. Second, we introduce splatted feature rendering, which replaces spherical harmonics with neural features. These features facilitate the modeling of view- and time-dependent appearance while maintaining small size. Third, we leverage the guidance of training error and coarse depth to sample new Gaussians in areas that are challenging to converge with existing pipelines. Experiments on several established real-world datasets demonstrate that our method achieves state-of-the-art rendering quality and speed, while retaining compact storage. At 8K resolution, our lite-version model can render at 60 FPS on an Nvidia RTX 4090 GPU.
Compact3D: Compressing Gaussian Splat Radiance Field Models with Vector Quantization
3D Gaussian Splatting is a new method for modeling and rendering 3D radiance fields that achieves much faster learning and rendering time compared to SOTA NeRF methods. However, it comes with a drawback in the much larger storage demand compared to NeRF methods since it needs to store the parameters for several 3D Gaussians. We notice that many Gaussians may share similar parameters, so we introduce a simple vector quantization method based on \kmeans algorithm to quantize the Gaussian parameters. Then, we store the small codebook along with the index of the code for each Gaussian. Moreover, we compress the indices further by sorting them and using a method similar to run-length encoding. We do extensive experiments on standard benchmarks as well as a new benchmark which is an order of magnitude larger than the standard benchmarks. We show that our simple yet effective method can reduce the storage cost for the original 3D Gaussian Splatting method by a factor of almost 20times with a very small drop in the quality of rendered images.
Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields
Novel-view synthesis is an important problem in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent methods like 3D Gaussian Splatting (3DGS) have become the preferred method for this task, providing high-quality novel views in real time. However, the training time of a 3DGS model is slow, often taking 30 minutes for a scene with 200 views. In contrast, our goal is to reduce the optimization time by training for fewer steps while maintaining high rendering quality. Specifically, we combine the guidance from both the position error and the appearance error to achieve a more effective densification. To balance the rate between adding new Gaussians and fitting old Gaussians, we develop a convergence-aware budget control mechanism. Moreover, to make the densification process more reliable, we selectively add new Gaussians from mostly visited regions. With these designs, we reduce the Gaussian optimization steps to one-third of the previous approach while achieving a comparable or even better novel view rendering quality. To further facilitate the rapid fitting of 4K resolution images, we introduce a dilation-based rendering technique. Our method, Turbo-GS, speeds up optimization for typical scenes and scales well to high-resolution (4K) scenarios on standard datasets. Through extensive experiments, we show that our method is significantly faster in optimization than other methods while retaining quality. Project page: https://ivl.cs.brown.edu/research/turbo-gs.
PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting
Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (ge 25 fps at a resolution of 512 times 512 ).
Uncertainty Quantification via Stable Distribution Propagation
We propose a new approach for propagating stable probability distributions through neural networks. Our method is based on local linearization, which we show to be an optimal approximation in terms of total variation distance for the ReLU non-linearity. This allows propagating Gaussian and Cauchy input uncertainties through neural networks to quantify their output uncertainties. To demonstrate the utility of propagating distributions, we apply the proposed method to predicting calibrated confidence intervals and selective prediction on out-of-distribution data. The results demonstrate a broad applicability of propagating distributions and show the advantages of our method over other approaches such as moment matching.
Self-Ensembling Gaussian Splatting for Few-Shot Novel View Synthesis
3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in novel view synthesis (NVS). However, 3DGS tends to overfit when trained with sparse views, limiting its generalization to novel viewpoints. In this paper, we address this overfitting issue by introducing Self-Ensembling Gaussian Splatting (SE-GS). We achieve self-ensembling by incorporating an uncertainty-aware perturbation strategy during training. A Delta-model and a Sigma-model are jointly trained on the available images. The Delta-model is dynamically perturbed based on rendering uncertainty across training steps, generating diverse perturbed models with negligible computational overhead. Discrepancies between the Sigma-model and these perturbed models are minimized throughout training, forming a robust ensemble of 3DGS models. This ensemble, represented by the Sigma-model, is then used to generate novel-view images during inference. Experimental results on the LLFF, Mip-NeRF360, DTU, and MVImgNet datasets demonstrate that our approach enhances NVS quality under few-shot training conditions, outperforming existing state-of-the-art methods. The code is released at: https://sailor-z.github.io/projects/SEGS.html.
Gaussians-to-Life: Text-Driven Animation of 3D Gaussian Splatting Scenes
State-of-the-art novel view synthesis methods achieve impressive results for multi-view captures of static 3D scenes. However, the reconstructed scenes still lack "liveliness," a key component for creating engaging 3D experiences. Recently, novel video diffusion models generate realistic videos with complex motion and enable animations of 2D images, however they cannot naively be used to animate 3D scenes as they lack multi-view consistency. To breathe life into the static world, we propose Gaussians2Life, a method for animating parts of high-quality 3D scenes in a Gaussian Splatting representation. Our key idea is to leverage powerful video diffusion models as the generative component of our model and to combine these with a robust technique to lift 2D videos into meaningful 3D motion. We find that, in contrast to prior work, this enables realistic animations of complex, pre-existing 3D scenes and further enables the animation of a large variety of object classes, while related work is mostly focused on prior-based character animation, or single 3D objects. Our model enables the creation of consistent, immersive 3D experiences for arbitrary scenes.
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Self-Distillation for Gaussian Process Regression and Classification
We propose two approaches to extend the notion of knowledge distillation to Gaussian Process Regression (GPR) and Gaussian Process Classification (GPC); data-centric and distribution-centric. The data-centric approach resembles most current distillation techniques for machine learning, and refits a model on deterministic predictions from the teacher, while the distribution-centric approach, re-uses the full probabilistic posterior for the next iteration. By analyzing the properties of these approaches, we show that the data-centric approach for GPR closely relates to known results for self-distillation of kernel ridge regression and that the distribution-centric approach for GPR corresponds to ordinary GPR with a very particular choice of hyperparameters. Furthermore, we demonstrate that the distribution-centric approach for GPC approximately corresponds to data duplication and a particular scaling of the covariance and that the data-centric approach for GPC requires redefining the model from a Binomial likelihood to a continuous Bernoulli likelihood to be well-specified. To the best of our knowledge, our proposed approaches are the first to formulate knowledge distillation specifically for Gaussian Process models.
GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but the 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D generation framework, named as \name, is proposed, where the 3D diffusion model provides point cloud priors for initialization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our \name can generate a high-quality 3D instance within 25 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
Sample Complexity Bounds for Learning High-dimensional Simplices in Noisy Regimes
In this paper, we find a sample complexity bound for learning a simplex from noisy samples. Assume a dataset of size n is given which includes i.i.d. samples drawn from a uniform distribution over an unknown simplex in R^K, where samples are assumed to be corrupted by a multi-variate additive Gaussian noise of an arbitrary magnitude. We prove the existence of an algorithm that with high probability outputs a simplex having a ell_2 distance of at most varepsilon from the true simplex (for any varepsilon>0). Also, we theoretically show that in order to achieve this bound, it is sufficient to have ngeleft(K^2/varepsilon^2right)e^{Omegaleft(K/SNR^2right)} samples, where SNR stands for the signal-to-noise ratio. This result solves an important open problem and shows as long as SNRgeOmegaleft(K^{1/2}right), the sample complexity of the noisy regime has the same order to that of the noiseless case. Our proofs are a combination of the so-called sample compression technique in ashtiani2018nearly, mathematical tools from high-dimensional geometry, and Fourier analysis. In particular, we have proposed a general Fourier-based technique for recovery of a more general class of distribution families from additive Gaussian noise, which can be further used in a variety of other related problems.
360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.
V2P: From Background Suppression to Center Peaking for Robust GUI Grounding Task
Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform labeling fails to distinguish between center and edges of the target UI element, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.3% and 50.5% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro. Ablations further confirm each component's contribution, highlighting V2P's generalizability for precise GUI grounding tasks.
A GAMP Based Low Complexity Sparse Bayesian Learning Algorithm
In this paper, we present an algorithm for the sparse signal recovery problem that incorporates damped Gaussian generalized approximate message passing (GGAMP) into Expectation-Maximization (EM)-based sparse Bayesian learning (SBL). In particular, GGAMP is used to implement the E-step in SBL in place of matrix inversion, leveraging the fact that GGAMP is guaranteed to converge with appropriate damping. The resulting GGAMP-SBL algorithm is much more robust to arbitrary measurement matrix A than the standard damped GAMP algorithm while being much lower complexity than the standard SBL algorithm. We then extend the approach from the single measurement vector (SMV) case to the temporally correlated multiple measurement vector (MMV) case, leading to the GGAMP-TSBL algorithm. We verify the robustness and computational advantages of the proposed algorithms through numerical experiments.
GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting
Recently, a range of neural network-based methods for image rendering have been introduced. One such widely-researched neural radiance field (NeRF) relies on a neural network to represent 3D scenes, allowing for realistic view synthesis from a small number of 2D images. However, most NeRF models are constrained by long training and inference times. In comparison, Gaussian Splatting (GS) is a novel, state-of-the-art technique for rendering points in a 3D scene by approximating their contribution to image pixels through Gaussian distributions, warranting fast training and swift, real-time rendering. A drawback of GS is the absence of a well-defined approach for its conditioning due to the necessity to condition several hundred thousand Gaussian components. To solve this, we introduce the Gaussian Mesh Splatting (GaMeS) model, which allows modification of Gaussian components in a similar way as meshes. We parameterize each Gaussian component by the vertices of the mesh face. Furthermore, our model needs mesh initialization on input or estimated mesh during training. We also define Gaussian splats solely based on their location on the mesh, allowing for automatic adjustments in position, scale, and rotation during animation. As a result, we obtain a real-time rendering of editable GS.
MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has made significant strides in scene representation and neural rendering, with intense efforts focused on adapting it for dynamic scenes. Despite delivering remarkable rendering quality and speed, existing methods struggle with storage demands and representing complex real-world motions. To tackle these issues, we propose MoDecGS, a memory-efficient Gaussian splatting framework designed for reconstructing novel views in challenging scenarios with complex motions. We introduce GlobaltoLocal Motion Decomposition (GLMD) to effectively capture dynamic motions in a coarsetofine manner. This approach leverages Global Canonical Scaffolds (Global CS) and Local Canonical Scaffolds (Local CS), extending static Scaffold representation to dynamic video reconstruction. For Global CS, we propose Global Anchor Deformation (GAD) to efficiently represent global dynamics along complex motions, by directly deforming the implicit Scaffold attributes which are anchor position, offset, and local context features. Next, we finely adjust local motions via the Local Gaussian Deformation (LGD) of Local CS explicitly. Additionally, we introduce Temporal Interval Adjustment (TIA) to automatically control the temporal coverage of each Local CS during training, allowing MoDecGS to find optimal interval assignments based on the specified number of temporal segments. Extensive evaluations demonstrate that MoDecGS achieves an average 70% reduction in model size over stateoftheart methods for dynamic 3D Gaussians from realworld dynamic videos while maintaining or even improving rendering quality.
On the Posterior Distribution in Denoising: Application to Uncertainty Quantification
Denoisers play a central role in many applications, from noise suppression in low-grade imaging sensors, to empowering score-based generative models. The latter category of methods makes use of Tweedie's formula, which links the posterior mean in Gaussian denoising (\ie the minimum MSE denoiser) with the score of the data distribution. Here, we derive a fundamental relation between the higher-order central moments of the posterior distribution, and the higher-order derivatives of the posterior mean. We harness this result for uncertainty quantification of pre-trained denoisers. Particularly, we show how to efficiently compute the principal components of the posterior distribution for any desired region of an image, as well as to approximate the full marginal distribution along those (or any other) one-dimensional directions. Our method is fast and memory-efficient, as it does not explicitly compute or store the high-order moment tensors and it requires no training or fine tuning of the denoiser. Code and examples are available on the project webpage in https://hilamanor.github.io/GaussianDenoisingPosterior/ .
7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting
Real-time rendering of dynamic scenes with view-dependent effects remains a fundamental challenge in computer graphics. While recent advances in Gaussian Splatting have shown promising results separately handling dynamic scenes (4DGS) and view-dependent effects (6DGS), no existing method unifies these capabilities while maintaining real-time performance. We present 7D Gaussian Splatting (7DGS), a unified framework representing scene elements as seven-dimensional Gaussians spanning position (3D), time (1D), and viewing direction (3D). Our key contribution is an efficient conditional slicing mechanism that transforms 7D Gaussians into view- and time-conditioned 3D Gaussians, maintaining compatibility with existing 3D Gaussian Splatting pipelines while enabling joint optimization. Experiments demonstrate that 7DGS outperforms prior methods by up to 7.36 dB in PSNR while achieving real-time rendering (401 FPS) on challenging dynamic scenes with complex view-dependent effects. The project page is: https://gaozhongpai.github.io/7dgs/.
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reenactments from a driving video, where our method outperforms existing works by a significant margin.
Uncertainty quantification in a mechanical submodel driven by a Wasserstein-GAN
The analysis of parametric and non-parametric uncertainties of very large dynamical systems requires the construction of a stochastic model of said system. Linear approaches relying on random matrix theory and principal componant analysis can be used when systems undergo low-frequency vibrations. In the case of fast dynamics and wave propagation, we investigate a random generator of boundary conditions for fast submodels by using machine learning. We show that the use of non-linear techniques in machine learning and data-driven methods is highly relevant. Physics-informed neural networks is a possible choice for a data-driven method to replace linear modal analysis. An architecture that support a random component is necessary for the construction of the stochastic model of the physical system for non-parametric uncertainties, since the goal is to learn the underlying probabilistic distribution of uncertainty in the data. Generative Adversarial Networks (GANs) are suited for such applications, where the Wasserstein-GAN with gradient penalty variant offers improved convergence results for our problem. The objective of our approach is to train a GAN on data from a finite element method code (Fenics) so as to extract stochastic boundary conditions for faster finite element predictions on a submodel. The submodel and the training data have both the same geometrical support. It is a zone of interest for uncertainty quantification and relevant to engineering purposes. In the exploitation phase, the framework can be viewed as a randomized and parametrized simulation generator on the submodel, which can be used as a Monte Carlo estimator.
Low-Frequency First: Eliminating Floating Artifacts in 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) is a powerful and computationally efficient representation for 3D reconstruction. Despite its strengths, 3DGS often produces floating artifacts, which are erroneous structures detached from the actual geometry and significantly degrade visual fidelity. The underlying mechanisms causing these artifacts, particularly in low-quality initialization scenarios, have not been fully explored. In this paper, we investigate the origins of floating artifacts from a frequency-domain perspective and identify under-optimized Gaussians as the primary source. Based on our analysis, we propose Eliminating-Floating-Artifacts Gaussian Splatting (EFA-GS), which selectively expands under-optimized Gaussians to prioritize accurate low-frequency learning. Additionally, we introduce complementary depth-based and scale-based strategies to dynamically refine Gaussian expansion, effectively mitigating detail erosion. Extensive experiments on both synthetic and real-world datasets demonstrate that EFA-GS substantially reduces floating artifacts while preserving high-frequency details, achieving an improvement of 1.68 dB in PSNR over baseline method on our RWLQ dataset. Furthermore, we validate the effectiveness of our approach in downstream 3D editing tasks. We provide our implementation in https://jcwang-gh.github.io/EFA-GS.
Local linearization for estimating the diffusion parameter of nonlinear stochastic wave equations with spatially correlated noise
We study the bi-parameter local linearization of the one-dimensional nonlinear stochastic wave equation driven by a Gaussian noise, which is white in time and has a spatially homogeneous covariance structure of Riesz-kernel type. We establish that the second-order increments of the solution can be approximated by those of the corresponding linearized wave equation, modulated by the diffusion coefficient. These findings extend the previous results of Huang et al. HOO2024, which addressed the case of space-time white noise. As applications, we analyze the quadratic variation of the solution and construct a consistent estimator for the diffusion parameter.
AniGaussian: Animatable Gaussian Avatar with Pose-guided Deformation
Recent advancements in Gaussian-based human body reconstruction have achieved notable success in creating animatable avatars. However, there are ongoing challenges to fully exploit the SMPL model's prior knowledge and enhance the visual fidelity of these models to achieve more refined avatar reconstructions. In this paper, we introduce AniGaussian which addresses the above issues with two insights. First, we propose an innovative pose guided deformation strategy that effectively constrains the dynamic Gaussian avatar with SMPL pose guidance, ensuring that the reconstructed model not only captures the detailed surface nuances but also maintains anatomical correctness across a wide range of motions. Second, we tackle the expressiveness limitations of Gaussian models in representing dynamic human bodies. We incorporate rigid-based priors from previous works to enhance the dynamic transform capabilities of the Gaussian model. Furthermore, we introduce a split-with-scale strategy that significantly improves geometry quality. The ablative study experiment demonstrates the effectiveness of our innovative model design. Through extensive comparisons with existing methods, AniGaussian demonstrates superior performance in both qualitative result and quantitative metrics.
Linear Time GPs for Inferring Latent Trajectories from Neural Spike Trains
Latent Gaussian process (GP) models are widely used in neuroscience to uncover hidden state evolutions from sequential observations, mainly in neural activity recordings. While latent GP models provide a principled and powerful solution in theory, the intractable posterior in non-conjugate settings necessitates approximate inference schemes, which may lack scalability. In this work, we propose cvHM, a general inference framework for latent GP models leveraging Hida-Mat\'ern kernels and conjugate computation variational inference (CVI). With cvHM, we are able to perform variational inference of latent neural trajectories with linear time complexity for arbitrary likelihoods. The reparameterization of stationary kernels using Hida-Mat\'ern GPs helps us connect the latent variable models that encode prior assumptions through dynamical systems to those that encode trajectory assumptions through GPs. In contrast to previous work, we use bidirectional information filtering, leading to a more concise implementation. Furthermore, we employ the Whittle approximate likelihood to achieve highly efficient hyperparameter learning.
GP-GS: Gaussian Processes for Enhanced Gaussian Splatting
3D Gaussian Splatting has emerged as an efficient photorealistic novel view synthesis method. However, its reliance on sparse Structure-from-Motion (SfM) point clouds consistently compromises the scene reconstruction quality. To address these limitations, this paper proposes a novel 3D reconstruction framework Gaussian Processes Gaussian Splatting (GP-GS), where a multi-output Gaussian Process model is developed to achieve adaptive and uncertainty-guided densification of sparse SfM point clouds. Specifically, we propose a dynamic sampling and filtering pipeline that adaptively expands the SfM point clouds by leveraging GP-based predictions to infer new candidate points from the input 2D pixels and depth maps. The pipeline utilizes uncertainty estimates to guide the pruning of high-variance predictions, ensuring geometric consistency and enabling the generation of dense point clouds. The densified point clouds provide high-quality initial 3D Gaussians to enhance reconstruction performance. Extensive experiments conducted on synthetic and real-world datasets across various scales validate the effectiveness and practicality of the proposed framework.
High-dimensional Location Estimation via Norm Concentration for Subgamma Vectors
In location estimation, we are given n samples from a known distribution f shifted by an unknown translation lambda, and want to estimate lambda as precisely as possible. Asymptotically, the maximum likelihood estimate achieves the Cram\'er-Rao bound of error mathcal N(0, 1{nmathcal I}), where mathcal I is the Fisher information of f. However, the n required for convergence depends on f, and may be arbitrarily large. We build on the theory using smoothed estimators to bound the error for finite n in terms of mathcal I_r, the Fisher information of the r-smoothed distribution. As n to infty, r to 0 at an explicit rate and this converges to the Cram\'er-Rao bound. We (1) improve the prior work for 1-dimensional f to converge for constant failure probability in addition to high probability, and (2) extend the theory to high-dimensional distributions. In the process, we prove a new bound on the norm of a high-dimensional random variable whose 1-dimensional projections are subgamma, which may be of independent interest.
GimbalDiffusion: Gravity-Aware Camera Control for Video Generation
Recent progress in text-to-video generation has achieved remarkable realism, yet fine-grained control over camera motion and orientation remains elusive. Existing approaches typically encode camera trajectories through relative or ambiguous representations, limiting explicit geometric control. We introduce GimbalDiffusion, a framework that enables camera control grounded in physical-world coordinates, using gravity as a global reference. Instead of describing motion relative to previous frames, our method defines camera trajectories in an absolute coordinate system, allowing precise and interpretable control over camera parameters without requiring an initial reference frame. We leverage panoramic 360-degree videos to construct a wide variety of camera trajectories, well beyond the predominantly straight, forward-facing trajectories seen in conventional video data. To further enhance camera guidance, we introduce null-pitch conditioning, an annotation strategy that reduces the model's reliance on text content when conflicting with camera specifications (e.g., generating grass while the camera points towards the sky). Finally, we establish a benchmark for camera-aware video generation by rebalancing SpatialVID-HQ for comprehensive evaluation under wide camera pitch variation. Together, these contributions advance the controllability and robustness of text-to-video models, enabling precise, gravity-aligned camera manipulation within generative frameworks.
Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.
GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
We propose a method for dynamic scene reconstruction using deformable 3D Gaussians that is tailored for monocular video. Building upon the efficiency of Gaussian splatting, our approach extends the representation to accommodate dynamic elements via a deformable set of Gaussians residing in a canonical space, and a time-dependent deformation field defined by a multi-layer perceptron (MLP). Moreover, under the assumption that most natural scenes have large regions that remain static, we allow the MLP to focus its representational power by additionally including a static Gaussian point cloud. The concatenated dynamic and static point clouds form the input for the Gaussian Splatting rasterizer, enabling real-time rendering. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Our method achieves results that are comparable to state-of-the-art dynamic neural radiance field methods while allowing much faster optimization and rendering. Project website: https://lynl7130.github.io/gaufre/index.html
Template estimation in computational anatomy: Fréchet means in top and quotient spaces are not consistent
In this article, we study the consistency of the template estimation with the Fr\'echet mean in quotient spaces. The Fr\'echet mean in quotient spaces is often used when the observations are deformed or transformed by a group action. We show that in most cases this estimator is actually inconsistent. We exhibit a sufficient condition for this inconsistency, which amounts to the folding of the distribution of the noisy template when it is projected to the quotient space. This condition appears to be fulfilled as soon as the support of the noise is large enough. To quantify this inconsistency we provide lower and upper bounds of the bias as a function of the variability (the noise level). This shows that the consistency bias cannot be neglected when the variability increases.
Learning an Implicit Physics Model for Image-based Fluid Simulation
Humans possess an exceptional ability to imagine 4D scenes, encompassing both motion and 3D geometry, from a single still image. This ability is rooted in our accumulated observations of similar scenes and an intuitive understanding of physics. In this paper, we aim to replicate this capacity in neural networks, specifically focusing on natural fluid imagery. Existing methods for this task typically employ simplistic 2D motion estimators to animate the image, leading to motion predictions that often defy physical principles, resulting in unrealistic animations. Our approach introduces a novel method for generating 4D scenes with physics-consistent animation from a single image. We propose the use of a physics-informed neural network that predicts motion for each surface point, guided by a loss term derived from fundamental physical principles, including the Navier-Stokes equations. To capture appearance, we predict feature-based 3D Gaussians from the input image and its estimated depth, which are then animated using the predicted motions and rendered from any desired camera perspective. Experimental results highlight the effectiveness of our method in producing physically plausible animations, showcasing significant performance improvements over existing methods. Our project page is https://physfluid.github.io/ .
Freeze-Thaw Bayesian Optimization
In this paper we develop a dynamic form of Bayesian optimization for machine learning models with the goal of rapidly finding good hyperparameter settings. Our method uses the partial information gained during the training of a machine learning model in order to decide whether to pause training and start a new model, or resume the training of a previously-considered model. We specifically tailor our method to machine learning problems by developing a novel positive-definite covariance kernel to capture a variety of training curves. Furthermore, we develop a Gaussian process prior that scales gracefully with additional temporal observations. Finally, we provide an information-theoretic framework to automate the decision process. Experiments on several common machine learning models show that our approach is extremely effective in practice.
Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.
RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians
We introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and implicit appearance rendering with Gaussian Splatting. Our method consists of two main modules: Gaussian initialization module and Gaussian rectification module. We embed Gaussians into triangular faces and control their motion through the mesh, which ensures low-frequency motion and surface deformation of the avatar. Due to the limitations of LBS formula, the human skeleton is hard to control complex non-rigid transformations. We then design a pose-related Gaussian rectification module to learn fine-detailed non-rigid deformations, further improving the realism and expressiveness of the avatar. We conduct extensive experiments on public datasets, RMAvatar shows state-of-the-art performance on both rendering quality and quantitative evaluations. Please see our project page at https://rm-avatar.github.io.
Nonisotropic Gaussian Diffusion for Realistic 3D Human Motion Prediction
Probabilistic human motion prediction aims to forecast multiple possible future movements from past observations. While current approaches report high diversity and realism, they often generate motions with undetected limb stretching and jitter. To address this, we introduce SkeletonDiffusion, a latent diffusion model that embeds an explicit inductive bias on the human body within its architecture and training. Our model is trained with a novel nonisotropic Gaussian diffusion formulation that aligns with the natural kinematic structure of the human skeleton. Results show that our approach outperforms conventional isotropic alternatives, consistently generating realistic predictions while avoiding artifacts such as limb distortion. Additionally, we identify a limitation in commonly used diversity metrics, which may inadvertently favor models that produce inconsistent limb lengths within the same sequence. SkeletonDiffusion sets a new benchmark on real-world datasets, outperforming various baselines across multiple evaluation metrics. Visit our project page at https://ceveloper.github.io/publications/skeletondiffusion/ .
Radiative Gaussian Splatting for Efficient X-ray Novel View Synthesis
X-ray is widely applied for transmission imaging due to its stronger penetration than natural light. When rendering novel view X-ray projections, existing methods mainly based on NeRF suffer from long training time and slow inference speed. In this paper, we propose a 3D Gaussian splatting-based framework, namely X-Gaussian, for X-ray novel view synthesis. Firstly, we redesign a radiative Gaussian point cloud model inspired by the isotropic nature of X-ray imaging. Our model excludes the influence of view direction when learning to predict the radiation intensity of 3D points. Based on this model, we develop a Differentiable Radiative Rasterization (DRR) with CUDA implementation. Secondly, we customize an Angle-pose Cuboid Uniform Initialization (ACUI) strategy that directly uses the parameters of the X-ray scanner to compute the camera information and then uniformly samples point positions within a cuboid enclosing the scanned object. Experiments show that our X-Gaussian outperforms state-of-the-art methods by 6.5 dB while enjoying less than 15% training time and over 73x inference speed. The application on sparse-view CT reconstruction also reveals the practical values of our method. Code and models will be publicly available at https://github.com/caiyuanhao1998/X-Gaussian . A video demo of the training process visualization is at https://www.youtube.com/watch?v=gDVf_Ngeghg .
Does Gaussian Splatting need SFM Initialization?
3D Gaussian Splatting has recently been embraced as a versatile and effective method for scene reconstruction and novel view synthesis, owing to its high-quality results and compatibility with hardware rasterization. Despite its advantages, Gaussian Splatting's reliance on high-quality point cloud initialization by Structure-from-Motion (SFM) algorithms is a significant limitation to be overcome. To this end, we investigate various initialization strategies for Gaussian Splatting and delve into how volumetric reconstructions from Neural Radiance Fields (NeRF) can be utilized to bypass the dependency on SFM data. Our findings demonstrate that random initialization can perform much better if carefully designed and that by employing a combination of improved initialization strategies and structure distillation from low-cost NeRF models, it is possible to achieve equivalent results, or at times even superior, to those obtained from SFM initialization.
Sparsity-Aware Distributed Learning for Gaussian Processes with Linear Multiple Kernel
Gaussian processes (GPs) stand as crucial tools in machine learning and signal processing, with their effectiveness hinging on kernel design and hyper-parameter optimization. This paper presents a novel GP linear multiple kernel (LMK) and a generic sparsity-aware distributed learning framework to optimize the hyper-parameters. The newly proposed grid spectral mixture product (GSMP) kernel is tailored for multi-dimensional data, effectively reducing the number of hyper-parameters while maintaining good approximation capability. We further demonstrate that the associated hyper-parameter optimization of this kernel yields sparse solutions. To exploit the inherent sparsity of the solutions, we introduce the Sparse LInear Multiple Kernel Learning (SLIM-KL) framework. The framework incorporates a quantized alternating direction method of multipliers (ADMM) scheme for collaborative learning among multiple agents, where the local optimization problem is solved using a distributed successive convex approximation (DSCA) algorithm. SLIM-KL effectively manages large-scale hyper-parameter optimization for the proposed kernel, simultaneously ensuring data privacy and minimizing communication costs. Theoretical analysis establishes convergence guarantees for the learning framework, while experiments on diverse datasets demonstrate the superior prediction performance and efficiency of our proposed methods.
GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping
Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.
Sharp Deviations Bounds for Dirichlet Weighted Sums with Application to analysis of Bayesian algorithms
In this work, we derive sharp non-asymptotic deviation bounds for weighted sums of Dirichlet random variables. These bounds are based on a novel integral representation of the density of a weighted Dirichlet sum. This representation allows us to obtain a Gaussian-like approximation for the sum distribution using geometry and complex analysis methods. Our results generalize similar bounds for the Beta distribution obtained in the seminal paper Alfers and Dinges [1984]. Additionally, our results can be considered a sharp non-asymptotic version of the inverse of Sanov's theorem studied by Ganesh and O'Connell [1999] in the Bayesian setting. Based on these results, we derive new deviation bounds for the Dirichlet process posterior means with application to Bayesian bootstrap. Finally, we apply our estimates to the analysis of the Multinomial Thompson Sampling (TS) algorithm in multi-armed bandits and significantly sharpen the existing regret bounds by making them independent of the size of the arms distribution support.
Finite size corrections for neural network Gaussian processes
There has been a recent surge of interest in modeling neural networks (NNs) as Gaussian processes. In the limit of a NN of infinite width the NN becomes equivalent to a Gaussian process. Here we demonstrate that for an ensemble of large, finite, fully connected networks with a single hidden layer the distribution of outputs at initialization is well described by a Gaussian perturbed by the fourth Hermite polynomial for weights drawn from a symmetric distribution. We show that the scale of the perturbation is inversely proportional to the number of units in the NN and that higher order terms decay more rapidly, thereby recovering the Edgeworth expansion. We conclude by observing that understanding how this perturbation changes under training would reveal the regimes in which the Gaussian process framework is valid to model NN behavior.
Human101: Training 100+FPS Human Gaussians in 100s from 1 View
Reconstructing the human body from single-view videos plays a pivotal role in the virtual reality domain. One prevalent application scenario necessitates the rapid reconstruction of high-fidelity 3D digital humans while simultaneously ensuring real-time rendering and interaction. Existing methods often struggle to fulfill both requirements. In this paper, we introduce Human101, a novel framework adept at producing high-fidelity dynamic 3D human reconstructions from 1-view videos by training 3D Gaussians in 100 seconds and rendering in 100+ FPS. Our method leverages the strengths of 3D Gaussian Splatting, which provides an explicit and efficient representation of 3D humans. Standing apart from prior NeRF-based pipelines, Human101 ingeniously applies a Human-centric Forward Gaussian Animation method to deform the parameters of 3D Gaussians, thereby enhancing rendering speed (i.e., rendering 1024-resolution images at an impressive 60+ FPS and rendering 512-resolution images at 100+ FPS). Experimental results indicate that our approach substantially eclipses current methods, clocking up to a 10 times surge in frames per second and delivering comparable or superior rendering quality. Code and demos will be released at https://github.com/longxiang-ai/Human101.
On the Identifiability and Estimation of Causal Location-Scale Noise Models
We study the class of location-scale or heteroscedastic noise models (LSNMs), in which the effect Y can be written as a function of the cause X and a noise source N independent of X, which may be scaled by a positive function g over the cause, i.e., Y = f(X) + g(X)N. Despite the generality of the model class, we show the causal direction is identifiable up to some pathological cases. To empirically validate these theoretical findings, we propose two estimators for LSNMs: an estimator based on (non-linear) feature maps, and one based on neural networks. Both model the conditional distribution of Y given X as a Gaussian parameterized by its natural parameters. When the feature maps are correctly specified, we prove that our estimator is jointly concave, and a consistent estimator for the cause-effect identification task. Although the the neural network does not inherit those guarantees, it can fit functions of arbitrary complexity, and reaches state-of-the-art performance across benchmarks.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
GS-LIVO: Real-Time LiDAR, Inertial, and Visual Multi-sensor Fused Odometry with Gaussian Mapping
In recent years, 3D Gaussian splatting (3D-GS) has emerged as a novel scene representation approach. However, existing vision-only 3D-GS methods often rely on hand-crafted heuristics for point-cloud densification and face challenges in handling occlusions and high GPU memory and computation consumption. LiDAR-Inertial-Visual (LIV) sensor configuration has demonstrated superior performance in localization and dense mapping by leveraging complementary sensing characteristics: rich texture information from cameras, precise geometric measurements from LiDAR, and high-frequency motion data from IMU. Inspired by this, we propose a novel real-time Gaussian-based simultaneous localization and mapping (SLAM) system. Our map system comprises a global Gaussian map and a sliding window of Gaussians, along with an IESKF-based odometry. The global Gaussian map consists of hash-indexed voxels organized in a recursive octree, effectively covering sparse spatial volumes while adapting to different levels of detail and scales. The Gaussian map is initialized through multi-sensor fusion and optimized with photometric gradients. Our system incrementally maintains a sliding window of Gaussians, significantly reducing GPU computation and memory consumption by only optimizing the map within the sliding window. Moreover, we implement a tightly coupled multi-sensor fusion odometry with an iterative error state Kalman filter (IESKF), leveraging real-time updating and rendering of the Gaussian map. Our system represents the first real-time Gaussian-based SLAM framework deployable on resource-constrained embedded systems, demonstrated on the NVIDIA Jetson Orin NX platform. The framework achieves real-time performance while maintaining robust multi-sensor fusion capabilities. All implementation algorithms, hardware designs, and CAD models will be publicly available.
GauHuman: Articulated Gaussian Splatting from Monocular Human Videos
We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1 ~ 2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with ~13k 3D Gaussians.
Kernel Density Estimators in Large Dimensions
This paper studies Kernel density estimation for a high-dimensional distribution rho(x). Traditional approaches have focused on the limit of large number of data points n and fixed dimension d. We analyze instead the regime where both the number n of data points y_i and their dimensionality d grow with a fixed ratio alpha=(log n)/d. Our study reveals three distinct statistical regimes for the kernel-based estimate of the density hat rho_h^{D}(x)=1{n h^d}sum_{i=1}^n Kleft(x-y_i{h}right), depending on the bandwidth h: a classical regime for large bandwidth where the Central Limit Theorem (CLT) holds, which is akin to the one found in traditional approaches. Below a certain value of the bandwidth, h_{CLT}(alpha), we find that the CLT breaks down. The statistics of hat rho_h^{D}(x) for a fixed x drawn from rho(x) is given by a heavy-tailed distribution (an alpha-stable distribution). In particular below a value h_G(alpha), we find that hat rho_h^{D}(x) is governed by extreme value statistics: only a few points in the database matter and give the dominant contribution to the density estimator. We provide a detailed analysis for high-dimensional multivariate Gaussian data. We show that the optimal bandwidth threshold based on Kullback-Leibler divergence lies in the new statistical regime identified in this paper. Our findings reveal limitations of classical approaches, show the relevance of these new statistical regimes, and offer new insights for Kernel density estimation in high-dimensional settings.
Adaptive Two-Stage Cloud Resource Scaling via Hierarchical Multi-Indicator Forecasting and Bayesian Decision-Making
The surging demand for cloud computing resources, driven by the rapid growth of sophisticated large-scale models and data centers, underscores the critical importance of efficient and adaptive resource allocation. As major tech enterprises deploy massive infrastructures with thousands of GPUs, existing cloud platforms still struggle with low resource utilization due to key challenges: capturing hierarchical indicator structures, modeling non-Gaussian distributions, and decision-making under uncertainty. To address these challenges, we propose HRAMONY, an adaptive Hierarchical Attention-based Resource Modeling and Decision-Making System. HARMONY combines hierarchical multi-indicator distribution forecasting and uncertainty-aware Bayesian decision-making. It introduces a novel hierarchical attention mechanism that comprehensively models complex inter-indicator dependencies, enabling accurate predictions that can adapt to evolving environment states. By transforming Gaussian projections into adaptive non-Gaussian distributions via Normalizing Flows. Crucially, HARMONY leverages the full predictive distributions in an adaptive Bayesian process, proactively incorporating uncertainties to optimize resource allocation while robustly meeting SLA constraints under varying conditions. Extensive evaluations across four large-scale cloud datasets demonstrate HARMONY's state-of-the-art performance, significantly outperforming nine established methods. A month-long real-world deployment validated HARMONY's substantial practical impact, realizing over 35,000 GPU hours in savings and translating to $100K+ in cost reduction, showcasing its remarkable economic value through adaptive, uncertainty-aware scaling. Our code is available at https://github.com/Floating-LY/HARMONY1.
