NTH

CompactSplat: Spatially Adaptive Gaussian Distribution for Feedforward Scene Reconstruction

AuthorsBing He, Jingnan Gao, Yunuo Chen, Zhengxue Cheng, Rong Xie, Li Song, Wenjun Zhang

AffiliationsShanghai Jiao Tong University

October 18, 2026 2 min read
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The one-line take

CompactSplat reconstructs 3D scenes by placing Gaussian primitives densely where detail matters and sparsely across flat regions.

Key results

26.392
RealEstate10K average PSNR

CompactSplat-L average PSNR across the reported resolutions.

72.6k
RealEstate10K Gaussian count

CompactSplat-L average number of Gaussians.

0.554
RealEstate10K Gaussian per pixel

CompactSplat-L representation compactness.

26.146
ACID average PSNR

Reported average PSNR for CompactSplat on ACID.

0.685
Cross-dataset average Gaussian per pixel

Average across ScanNet, DL3DV, and DTU.

What the paper found

CompactSplat replaces pixel-by-pixel Gaussian prediction with texture-guided allocation for feed-forward 3D scene reconstruction. Its Texture-Aware Partitioner (TAP) recursively divides images into a quadtree, assigning finer regions to visually complex areas, while the Hierarchical Pyramid Sampler (HPS) samples Gaussian attributes from pooled feature levels and expands each Gaussian to fit its region. A single partition threshold controls primitive count at inference without retraining. On RealEstate10K, CompactSplat-L records 26.392 average PSNR with 72.6k Gaussians and 0.554 Gaussian per pixel, compared with SurfSplat’s 26.255 average PSNR and 131.1k Gaussians. On ACID, it achieves 26.146 average PSNR with 91.4k Gaussians; across ScanNet, DL3DV, and DTU, its average Gaussian-per-pixel value is 0.685. The system uses Depth Anything V2 for monocular features, and its models were trained on NVIDIA A100 GPUs.

Original abstract

Reconstructing 3D scenes from sparse views without per-scene optimization remains highly challenging, especially for recovering accurate geometry and fine textures. While recent feedforward approaches leverage generalizable 3D Gaussian Splatting (3DGS) for scene generation, they typically assign one or multiple Gaussians to each pixel. Such uniform allocation not only produces highly redundant representations by wasting primitives in homogeneous areas, but also fails to exploit the inherent geometric priors of planar surfaces, often resulting in sub-optimal structural modeling. To address these limitations, we present CompactSplat, a novel feedforward framework that enables a content-aware allocation of 3D Gaussians. By integrating texture-guided spatial partitioning with hierarchical sampling, CompactSplat adaptively distributes primitives - concentrating dense Gaussians in complex regions while tiling flat areas with expanded, scale-modulated primitives. Moreover, our framework inherently supports dynamic sparsity control at inference time, enabling seamless trade-offs between rendering fidelity and memory footprint without requiring network retraining. Extensive experiments on RealEstate10K, DL3DV, and ScanNet demonstrate that CompactSplat consistently outperforms prior methods on both standard metrics and high-resolution rendering consistency, achieving high-fidelity reconstructions with significantly fewer primitives.

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