LoCoSplat: Real-Time Feed-Forward 3D Gaussian Splatting with Minimal 3D Reasoning

arXiv:2610.04351 · cs.CV, cs.GR · Submitted 2026-10-03 · Read on arXiv

cs.CV, cs.GR

Submitted: 2026-10-03

Updated: 2026-10-03

Comments: 23 pages. Under review

License: http://creativecommons.org/licenses/by/4.0/

The gist: Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks.

Terminology

Abstract

Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks. We propose LoCoSplat (Local-Context Splatting), motivated by the observation that a Gaussian is a local primitive: once depth is predicted, what the 3D stage must add (scale, rotation, opacity) depends on the point cloud around each anchor, and a fixed local average of that neighbourhood is enough to supply it, no heavy network required. LoCoSplat realises exactly this average: it splats a 16-d linear projection of the point features into a fine and a coarse grid and reads both back at each anchor with a 0.14M-parameter pointwise MLP; with no learned 3D network and no dynamic sparse computation, its whole encoder runs as one fp16 CUDA graph. On RealEstate10K, LoCoSplat outperforms every prior feed-forward method on PSNR, SSIM, and LPIPS at 6, 12, and 24 views, with a margin that widens as views densify (+3.3 PSNR over VolSplat, the prior voxel-aligned state of the art, at 24 views) and grows further under zero-shot transfer to ACID and fine-tuning on ScanNet. It reconstructs a 6-view scene in 33 ms on one NVIDIA RTX PRO 6000 GPU, the fastest of seven feed-forward methods and 4.2 times faster than the previous state of the art, trains 2.7 times faster (5.9 times at 24 views), and uses 6.7 times less inference memory.

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