activity
20242026
most citedgsplat: An Open-Source Library for Gaussian Splatting

7 citations · 14 across the 10 of their papers we have counts for

collaborators

10 papers

cs.GR2026

TileGS: Tile-Local Depth Binning for Gaussian Splatting Rasterization

Wei Tan, Matias Turkulainen, Lauri Ilola +2

Real-time 3D Gaussian Splatting (3DGS) achieves high rendering quality, but standard rasterization still traverses a globally sorted tile stream that creates long per-tile ranges a…

cs.CV2026

Cross-View Splatter: Feed-Forward View Synthesis with Georeferenced Images

Matias Turkulainen, Akshay Krishnan, Filippo Aleotti +6

We present Cross-View Splatter, a feed-forward method that predicts pixel-aligned Gaussian splats for outdoor scenes captured at ground level AND by satellite. Faithful reconstruct…

cs.CV2025

3D Gaussian Splatting with Fisheye Images: Field of View Analysis and Depth-Based Initialization

Ulas Gunes, Matias Turkulainen, Mikhail Silaev +2

We present the first evaluation of 3D Gaussian Splatting methods on real fisheye imagery with fields of view above 180\textdegree{}. Our study evaluates Fisheye-GS \cite{liao2024fi…

cs.CV2025

FIORD: A Fisheye Indoor-Outdoor Dataset with LIDAR Ground Truth for 3D Scene Reconstruction and Benchmarking

Ulas Gunes, Matias Turkulainen, Xuqian Ren +3

The development of large-scale 3D scene reconstruction and novel view synthesis methods mostly rely on datasets comprising perspective images with narrow fields of view (FoV). Whil…

cs.CV2024★ 1 cited

AGS-Mesh: Adaptive Gaussian Splatting and Meshing with Geometric Priors for Indoor Room Reconstruction Using Smartphones

Xuqian Ren, Matias Turkulainen, Jiepeng Wang +4

Geometric priors are often used to enhance 3D reconstruction. With many smartphones featuring low-resolution depth sensors and the prevalence of off-the-shelf monocular geometry es…

cs.CV2024

DeSplat: Decomposed Gaussian Splatting for Distractor-Free Rendering

Yihao Wang, Marcus Klasson, Matias Turkulainen +3

Gaussian splatting enables fast novel view synthesis in static 3D environments. However, reconstructing real-world environments remains challenging as distractors or occluders brea…