I-GaSp3R: Incremental Gaussian Splatting for 3D Reconstruction
ADL4CV course project, Technical University of Munich ·
Supervisors Lukas Höllein, Prof. Matthias Nießner

TL;DR
- Problem
- Most 3D reconstruction and novel-view-synthesis methods need calibrated cameras and offline optimization, which limits them in dynamic or unstructured settings.
- Approach
- Combine the spatial memory of Spann3R with the Gaussian head of Splatt3R to predict 3D Gaussians frame by frame. Training uses a masked photometric loss, a temporal-consistency loss across consecutive renderings, confidence weighting and frequency-based gradient normalization.
- Contribution
- Real-time, incremental 3D Gaussian splatting at 21 FPS on a single RTX 3080. On ScanNet++ it reaches 26.46 / 24.90 / 20.81 dB PSNR with 2 / 10 / 50 views (baselines as reported by PREF3R on a similar, not identical, split).