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cs.CV2026
FillGS: Filling Observation Gaps in 4D Gaussian Splatting via Viewpoint-Time Selection and Generative Refinement
Takashi Otonari, Toshihiko Yamasaki
4D Gaussian Splatting (4DGS) can render dynamic scenes photorealistically. However, with limited viewpoint coverage, some spatiotemporal regions remain sparsely observed, leading t…
cs.CV2026
GUSH3R: Everyone Everywhere All at Once as Gaussians
Keito Abe, Kaede Shiohara, Takashi Otonari +1
Reconstructing dynamic human-scene environments from monocular videos is a challenging problem that requires jointly modeling scene geometry, camera motion, and non-rigid human dyn…
cs.CV2026
Wild3R: Feed-Forward 3D Gaussian Splatting from Unconstrained Sparse Photo Collection
Yuto Furutani, Takashi Otonari, Kaede Shiohara +1
Feed-forward 3D Gaussian Splatting (3DGS) removes the need for time-consuming per-scene optimization required by traditional 3DGS. However, existing feed-forward approaches struggl…