AnchorSplat: Feed-Forward 3D Gaussian SplattingWith 3D Geometric Priors

arXiv cs.CV / 4/9/2026

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Key Points

  • AnchorSplat proposes a feed-forward 3D Gaussian Splatting framework that represents scenes directly in 3D space using anchor-aligned Gaussians rather than pixel-aligned ones that entangle representations with input images.
  • The method incorporates 3D geometric priors (such as sparse point clouds, voxel grids, or RGB-D point clouds) to produce more geometry-aware and renderable 3D Gaussians.
  • Anchor-aligned representation aims to reduce the number of required Gaussian primitives, improving computational efficiency while maintaining or enhancing reconstruction fidelity.
  • An added Gaussian Refiner refines intermediate Gaussians using only a few forward passes to better adjust the representation without iterative heavy processing.
  • Experiments on the ScanNet++ v2 NVS benchmark report state-of-the-art performance, including better view consistency and substantially fewer Gaussian primitives than prior approaches.

Abstract

Recent feed-forward Gaussian reconstruction models adopt a pixel-aligned formulation that maps each 2D pixel to a 3D Gaussian, entangling Gaussian representations tightly with the input images. In this paper, we propose AnchorSplat, a novel feed-forward 3DGS framework for scene-level reconstruction that represents the scene directly in 3D space. AnchorSplat introduces an anchor-aligned Gaussian representation guided by 3D geometric priors (e.g., sparse point clouds, voxels, or RGB-D point clouds), enabling a more geometry-aware renderable 3D Gaussians that is independent of image resolution and number of views. This design substantially reduces the number of required Gaussians, improving computational efficiency while enhancing reconstruction fidelity. Beyond the anchor-aligned design, we utilize a Gaussian Refiner to adjust the intermediate Gaussiansy via merely a few forward passes. Experiments on the ScanNet++ v2 NVS benchmark demonstrate the SOTA performance, outperforming previous methods with more view-consistent and substantially fewer Gaussian primitives.