---
kind: concept
slug: feed-forward-reconstruction
title: Feed-forward reconstruction
summary: >-
  Feed-forward reconstruction predicts 3D from images in one network pass, with no per-scene fitting. Splatter Image, MVSplat, iLRM and FLARE output Gaussians; pixelNeRF is a radiance field; One-2-3-45 makes a mesh; PRN regresses face positions; ReconDrive and Forge4D handle driving and human video; GeFF encodes RGB-D into latent points. Results are author-reported.
tags: [3d-reconstruction, single-view, feed-forward, novel-view-synthesis, neural-radiance-field, mesh-reconstruction, autonomous-driving, cost-volume, face-reconstruction, feature-field, human-reconstruction, uncalibrated-cameras, sparse-view-reconstruction, camera-pose-estimation]
papers: ["1612.00814", "1803.07835", "2012.02190", "2306.16928", "2312.13150", "2403.07563", "2403.14627", "2502.12138", "2507.23277", "2509.24209", "2603.07552"]
related: [gaussian-splatting, neural-radiance-field, novel-view-synthesis, diffusion-models, neural-implicit-surface, differentiable-rendering, low-rank-adaptation, multi-view-stereo, cost-volume, implicit-neural-representation, knowledge-distillation, optical-flow, camera-pose-encoding, attention-mechanism, multi-view-reconstruction]
status: draft
updated_at: 2026-11-01
---

## Overview

A feed-forward reconstructor is trained once on many objects, scenes or faces.
At test time it reads the input images and outputs a 3D representation in a
single pass, so nothing is fitted to the new input. Most variants train by
comparing renders of that representation with real views [arxiv:2312.13150 §3.2]
[arxiv:2312.13150 §3.3] [arxiv:2012.02190 §3] [arxiv:2012.02190 eq. 2]
[arxiv:2306.16928 §3.3] [arxiv:2403.14627 §3.3].

The representation can be a set of Gaussian primitives, drawn by a fast
splatting renderer [arxiv:2312.13150 §3.2] [arxiv:2312.13150 §3.3]. MVSplat
also outputs Gaussians, but for two views it places their centres from a
predicted depth [arxiv:2403.14627 §3.1] [arxiv:2403.14627 §3.2]. For driving
logs it is a 4D set: Gaussians for two frames, with vehicle Gaussians moving at
a constant velocity [arxiv:2603.07552 §3.1] [arxiv:2603.07552 §3.3]. Forge4D
does the same for people in uncalibrated video: per-frame Gaussians, plus a
motion field that moves them to times between frames [arxiv:2509.24209 §3.2]
[arxiv:2509.24209 §3.4]. iLRM also outputs Gaussians, one per pixel of each
viewpoint slot, with each position set by the pixel's ray and a predicted depth
[arxiv:2507.23277 §3.2] [arxiv:2507.23277 app. A]. FLARE places Gaussian
centres on global point maps, which it predicts from camera-conditioned tokens
[arxiv:2502.12138 §3.3]. It can also be a radiance field, queried along each camera ray and composited with volume
rendering [arxiv:2012.02190 §4] [arxiv:2012.02190 eq. 1]. Another option is a
signed distance field, from which a mesh is extracted with marching cubes
[arxiv:2306.16928 §3.3]. Another is a voxel occupancy grid, which is compared
with the input through silhouettes rather than through colour
[arxiv:1612.00814 §3.1] [arxiv:1612.00814 §3.2]. For faces, the output is a
UV position map: each cell stores the x, y and z of one face point, so the
network's output is itself the reconstruction and nothing is rendered
[arxiv:1803.07835 §3.1] [arxiv:1803.07835 §3.2]. GeFF takes a third route: a set
of sparse latent points, one per input frame, is decoded at any 3D position into
a signed distance and a feature that is aligned with text. The features are
volume-rendered along rays [arxiv:2403.07563 §3.1] [arxiv:2403.07563 §3.2].

The problems this family addresses:

- Per-scene NeRF needs many posed images and a long optimisation for each
  scene. With one or two images and no image features, it generalises poorly
  [arxiv:2012.02190 §1].
- Implicit, NeRF-style reconstructors are slow to render, up to 2 s for one
  128 × 128 image [arxiv:2312.13150 §2].
- Explicit voxel methods are fast but scale poorly with resolution, and they
  assume absolute viewpoints [arxiv:2312.13150 §2].
- Triplane reconstructors need hundreds of GPUs for several days to reach large
  datasets [arxiv:2312.13150 §2].
- Gaussian splatting is fast, but it normally needs many images per scene and
  had not been used in a learned, single-image setting [arxiv:2312.13150 §2].
  See [Gaussian splatting](/concepts/gaussian-splatting).
- Feed-forward Gaussian methods that predict depth as a distribution over
  candidates give noisy geometry. The closest prior method, pixelSplat, needs
  an extra fine-tuning stage with depth regularisation to improve it
  [arxiv:2403.14627 §1] [arxiv:2403.14627 §4.2].
- Earlier 3D face methods often fit a 3D Morphable Model to each image, or
  warp a template, which limits the shape to the model's space and is slow
  [arxiv:1803.07835 §1] [arxiv:1803.07835 §2].
- Per-shape optimisation with a 2D diffusion prior often takes tens of minutes
  per shape, and it can produce 3D-inconsistent shapes [arxiv:2306.16928 §1].
- Learning 3D shape normally needs ground-truth volumes for supervision, which
  are hard to collect. An agent usually observes only 2D silhouettes through its
  camera [arxiv:1612.00814 §3.1].
- Per-scene 4D Gaussian fitting gives good quality for driving scenes, but it
  needs costly optimisation for every scene [arxiv:2603.07552 §1]. Earlier
  feed-forward methods lose photometric detail, and a static 3D foundation
  model does not represent moving traffic [arxiv:2603.07552 §1]
  [arxiv:2603.07552 §3.1].
- Dynamic human reconstruction from a few cameras usually needs calibrated
  cameras and a long per-scene optimisation over dense video [arxiv:2509.24209 §1].
  Static feed-forward Gaussian models handle one timestamp at a time, so they
  cannot give views at times between frames [arxiv:2509.24209 §2].
- Stacking all frames into one transformer runs out of memory, and the Gaussian
  scale drifts between timestamps [arxiv:2509.24209 §3.3].
- Classic structure-from-motion relies on handcrafted feature matching, which is
  not differentiable, and it struggles with sparse, uncalibrated views. Joint
  pose and geometry optimisation needs a good start and generalises poorly. Two-view
  point-map methods need a slow global registration step after prediction
  [arxiv:2502.12138 §1].
- Pixel-aligned Gaussian models make one Gaussian per pixel, so their count grows
  with resolution and with the number of views. Full attention over all image
  tokens of all views is quadratic in both [arxiv:2507.23277 §1]
  [arxiv:2507.23277 §3.1]. The paper's example is about 200 million Gaussians for
  200 views at 1K resolution [arxiv:2507.23277 §1].
- Language-queryable feature fields built per scene need costly optimisation.
  Offline pipelines that batch a whole scan took about 2 h (LERF) and about
  200 s (ConceptGraphs) in one robot comparison [arxiv:2403.07563 §2]
  [arxiv:2403.07563 tab. 1].

Feed-forward does not mean fast rendering. The radiance-field variant still
renders with a per-ray network query, as NeRF does [arxiv:2012.02190 §6].

Splatter Image and pixelNeRF take the input cameras as known: relative poses
for Splatter Image, and intrinsics plus relative poses for pixelNeRF
[arxiv:2312.13150 tab. 1] [arxiv:2012.02190 §1]. One-2-3-45 does not get the
input elevation; it estimates it from the generated views [arxiv:2306.16928 §3.4].
Perspective Transformer Nets uses the known camera matrix during training, to
project its volumes onto each view. Its single-image prediction needs only the
encoder and decoder, so no camera is needed at test time [arxiv:1612.00814 §3.1]
[arxiv:1612.00814 §3.2].
ReconDrive takes calibrated cameras, ego poses for both frames and vehicle
boxes with velocities as input [arxiv:2603.07552 §3.1] [arxiv:2603.07552 §3.3].
Its released code takes the poses and boxes from dataset annotations, not from
the images alone [arxiv:2603.07552 Paper vs code]. GeFF takes posed RGB-D
frames, and its poses come from an onboard visual-inertial odometry estimate
[arxiv:2403.07563 §3.3]. Forge4D takes no camera input: it predicts its poses
from the uncalibrated videos [arxiv:2509.24209 §3.2]. FLARE also takes uncalibrated images and predicts the camera poses itself [arxiv:2502.12138 abstract] [arxiv:2502.12138 §3.1]. Its novel-view model on RealEstate10K does take intrinsics as a condition [arxiv:2502.12138 §4.3]. iLRM takes the pose and intrinsics of every input view, and builds its viewpoint tokens from the Plücker rays they define [arxiv:2507.23277 §3.2] [arxiv:2507.23277 app. A].

The eleven papers differ in the output representation, in how several views are
combined, in where the input geometry comes from, in how time is handled, and
in what supervises training.

## Variants

### Single view, one Gaussian per pixel

The network is an image-to-image U-Net whose output grid has the input's
height and width. Each cell stores one Gaussian: opacity, depth, offset, scale,
rotation and colour. The Gaussian centre is the ray point at the predicted
depth plus a predicted offset, so a Gaussian can sit off its ray and cover
parts of the object the camera does not see [arxiv:2312.13150 §3.2]
[arxiv:2312.13150 §3.6]. The colour is either constant (Lambertian) or
degree-1 spherical harmonics, which are rotated with the camera
[arxiv:2312.13150 §3.5]. Card: [Splatter Image: Ultra-Fast Single-View 3D Reconstruction](/papers/2312.13150).

Reported results, author-reported: 24.00 PSNR on ShapeNet-SRN cars and 24.43
on chairs, with relative pose for this method [arxiv:2312.13150 tab. 1]. It
reaches 21.06 PSNR on Google Scanned Objects with an Objaverse-trained model,
against 18.06 for OpenLRM [arxiv:2312.13150 tab. 4].

### Several views, union of warped primitives

The same network runs on each input view. Each view's Gaussians are moved into
a common frame with the relative camera pose, and the paper takes their union
as the output. Cross-view attention at the lowest U-Net resolution lets the
views exchange information [arxiv:2312.13150 §3.4] [arxiv:2312.13150 §3.6].
The two-view model reports 26.01 PSNR on ShapeNet-SRN cars with relative pose
[arxiv:2312.13150 tab. 5]. The two-view training settings are not stated
[arxiv:2312.13150 §4.1.2].

### Two posed views, plane-sweep cost volume

The input is two images with known intrinsics and extrinsics, plus a near and
far depth range for each view [arxiv:2403.14627 §3] [arxiv:2403.14627 app. C].
Features are extracted by a shallow CNN and a multi-view transformer at a
quarter of the input resolution [arxiv:2403.14627 §3.1] [arxiv:2403.14627 app. C].
The other views' features are warped onto 128 depth candidates, spaced uniformly
in inverse depth, and compared with the reference view by a scaled dot product. The
result is a cost volume that a U-Net refines, and a softmax over the depth
candidates gives a per-pixel depth [arxiv:2403.14627 §3.1] [arxiv:2403.14627 eq. 6].
A second, light U-Net adds a residual to that depth. Each pixel's depth is then
unprojected to a Gaussian centre [arxiv:2403.14627 §3.2]. The loss is an L2 term
plus 0.05 times LPIPS, on rendered target views, with no depth supervision
[arxiv:2403.14627 §3.3]. Card: [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](/papers/2403.14627).

Reported results, author-reported, on RealEstate10K at 256 × 256 with two
context views [arxiv:2403.14627 tab. 1]. PSNR is 26.39 and LPIPS is 0.128, at
0.044 s per scene with 12.0M parameters. pixelSplat, the closest prior
Gaussian method, reports 25.89 PSNR at 0.104 s with 125.4M parameters
[arxiv:2403.14627 tab. 1]. Removing the cost volume drops the ablation to 22.83
PSNR [arxiv:2403.14627 tab. 3]. Trained on RealEstate10K only, it reaches 28.15
PSNR on ACID and 13.94 PSNR on DTU, against 27.64 and 12.89 for pixelSplat
[arxiv:2403.14627 tab. 2]. The paper reports photometric training alone leaves
reflective surfaces such as glass unreliable [arxiv:2403.14627 §5]
[arxiv:2403.14627 app. A].

### Radiance field conditioned on pixel-aligned features

The network has a convolutional encoder that turns each input image into a
feature grid, and a NeRF-style MLP that returns colour and density for a 3D
point [arxiv:2012.02190 §4]. For each point on a target ray, the point is
projected into each input view, and the feature at that pixel is looked up. The
field therefore depends on local image detail. Removing the local features and
using a global code lowers the ablation's 1-view score from 23.43 to 20.39 PSNR
[arxiv:2012.02190 §4.1] [arxiv:2012.02190 tab. 3]. Views are averaged inside
the MLP, so the number of input views can change at test time
[arxiv:2012.02190 §4.2] [arxiv:2012.02190 eq. 6]. Training uses multi-view 2D
images only, with no 3D supervision [arxiv:2012.02190 §1]. Card:
[pixelNeRF: Neural Radiance Fields from One or Few Images](/papers/2012.02190).

Reported results, author-reported, with the SRN protocol at 128 × 128 and no
canonical pose needed at test time [arxiv:2012.02190 tab. 2]:

| Category | Views | pixelNeRF PSNR | SRN PSNR |
|---|---|---|---|
| Chairs | 1 | 23.72 | 22.89 |
| Chairs | 2 | 26.20 | 24.48 |
| Cars | 1 | 23.17 | 22.25 |
| Cars | 2 | 25.66 | 24.84 |

On 13 ShapeNet categories at 64 × 64, with one input view, the mean is 26.80
PSNR, against 23.28 for SRN and 22.70 for DVR [arxiv:2012.02190 tab. 4]. On
categories held out from training, with one view, it reaches 22.71 PSNR, against
18.71 for SRN [arxiv:2012.02190 tab. 5]. On DTU real scenes, one model trained
on 88 scenes renders held-out scenes from three views. Its numbers appear only
in a plot, with no table [arxiv:2012.02190 §5.3] [arxiv:2012.02190 fig. 10].

Splatter Image's comparison cites the same pixelNeRF numbers for cars and
chairs, and for two-view cars [arxiv:2312.13150 tab. 1] [arxiv:2312.13150 tab. 5].
The two cards therefore agree on this baseline.

### Generated views, then a cost volume

The input is one photo. A frozen view-synthesis model, Zero123, first renders
the object from 8 anchor viewpoints, with 4 nearby views around each, giving 32
source views [arxiv:2306.16928 §3.1] [arxiv:2306.16928 §4.1]. The input's
elevation is estimated by matching features across the nearby views
[arxiv:2306.16928 §3.4]. A network then builds a 3D cost volume from the source
views, predicts a signed distance field and colour, and marching cubes gives the
mesh [arxiv:2306.16928 §3.3]. The network is trained on rendered Objaverse
shapes, with predicted views in the input and ground-truth views as targets, so
it learns to cope with the generated views being imperfect [arxiv:2306.16928 §3.3]
[arxiv:2306.16928 §4.3]. Card: [One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization](/papers/2306.16928).

Reported results, author-reported, on 20 Objaverse and 20 Google Scanned Objects
shapes [arxiv:2306.16928 §4.2]. The average F-score is 83.5, the best in the
paper's table. The average CLIP similarity is 78.1, second to Shap-E's 80.9. The
pipeline takes about 45 s per shape on an A100, while Shap-E takes 27 s in the
same table [arxiv:2306.16928 tab. 1]. The reconstruction takes about 5 s, and
the paper attributes the rest of the 45 s to the view model, which it times at
about 1 s per image [arxiv:2306.16928 §4.2]. The median elevation error is 5.4 degrees and the mean
is 9.7 degrees, on 1,700 random renders [arxiv:2306.16928 §4.3] [arxiv:2306.16928 fig. 7].

### Voxel grid trained through a perspective projection

The network has a 2D convolutional encoder and a 3D decoder. From one 64 × 64
image it predicts a 32 × 32 × 32 occupancy grid [arxiv:1612.00814 §3.1]
[arxiv:1612.00814 §4]. A fixed perspective projector samples the grid onto each
camera view and takes the maximum along depth, which gives a silhouette
[arxiv:1612.00814 §3.2] [arxiv:1612.00814 eq. 4]. The loss is the squared error
between predicted and observed silhouettes, averaged over views
[arxiv:1612.00814 eq. 1]. A volume loss against ground-truth voxels can be added,
but the projection loss alone is the paper's main setting [arxiv:1612.00814 §3.1].
Training has two stages: the encoder is first pre-trained with a rotation
curriculum, so that its code carries shape identity rather than viewpoint
[arxiv:1612.00814 §3.3]. Card:
[Perspective Transformer Nets: Learning Single-View 3D Object Reconstruction without 3D Supervision](/papers/1612.00814).

Reported results, author-reported, on ShapeNet chairs with voxel IoU at a 0.5
threshold [arxiv:1612.00814 §4.1]. Test IoU is 0.5027 with projection loss only,
0.5067 with the volume loss added, and 0.4983 for a volume-only CNN. Retrieval of
the nearest training volume reaches 0.3557 [arxiv:1612.00814 tab. 1]. The gap
between the two projection-based models is 0.0040 in single runs with no
variance reported [arxiv:1612.00814 tab. 1]. On categories never seen in
training, the single-class projection model scores 0.1801 IoU on beds and 0.3937
on cabinets [arxiv:1612.00814 tab. 3]. The multi-class projection model reaches
0.6484 on cabinets [arxiv:1612.00814 tab. 3].

### Driving scenes, two frames from six cameras

The input is a rig of six calibrated cameras at two moments 0.5 s apart
[arxiv:2603.07552 §3.1] [arxiv:2603.07552 §4.1]. The backbone is VGGT, a 3D
foundation model whose weights stay frozen. LoRA adapters of rank 8 and scale
32 are trained on top of it [arxiv:2603.07552 §3.2]. Two DPT heads read its
features. One predicts a depth per pixel, which is unprojected with the camera
calibration into the ego-vehicle frame to give the Gaussian centre. The other
predicts the remaining Gaussian attributes, and it also sees the raw image
[arxiv:2603.07552 §3.2]. The method section gives no separate offset term for
the centre, unlike the single-view variant above [arxiv:2312.13150 §3.2].

Vehicles are found with SAM 2 masks. Each vehicle gets one velocity, from the
displacement of its box centre between the two frames, and every pixel in its
mask takes that velocity [arxiv:2603.07552 §3.3] [arxiv:2603.07552 eq. 3].
The second frame's Gaussians are moved into the first frame's ego frame, and
the moving ones are shifted back by their velocity. The two sets are then
concatenated. At render time a Gaussian at time t sits at its centre plus its
velocity times (t minus the segment start) [arxiv:2603.07552 §3.3]
[arxiv:2603.07552 eq. 4]. Card:
[ReconDrive: Fast Feed-Forward 4D Gaussian Splatting for Autonomous Driving Scene Reconstruction](/papers/2603.07552).

Reported results, author-reported, on nuScenes with 14 validation scenes
[arxiv:2603.07552 §4.1] [arxiv:2603.07552 app. A]. Scene reconstruction PSNR is
32.66, against 29.58 for PVG, the best per-scene baseline, and 22.83 for
DrivingForward, the feed-forward baseline [arxiv:2603.07552 tab. 1]. For novel
views 1 to 3 m away, PSNR is 23.99, against 23.73 for DeformableGS
[arxiv:2603.07552 tab. 1]. One scene takes about 15 s, against 23 to 46 minutes
for the per-scene baselines and 5 s for DrivingForward [arxiv:2603.07552 tab. 1].
The baselines were re-run by the authors on 12 Hz data, not taken from their
papers [arxiv:2603.07552 §4.1].

### Posed RGB-D frames, latent points decoded to SDF and features

The input is a short stream of posed RGB-D frames from a mobile robot. A
generalizable NeRF-style encoder turns them into one latent vector per frame. The
frozen teacher's 2D features for the same frames are appended to those latents
[arxiv:2403.07563 §3.1] [arxiv:2403.07563 §3.2] [arxiv:2403.07563 eq. 3]. Two
decoders read the latents at any 3D point: a signed distance network, and an
isotropic feature decoder that takes no viewing direction [arxiv:2403.07563 §3.2].
Opacity along a ray comes from the signed distance through a sigmoid with a
learnable sharpness [arxiv:2403.07563 eq. 4]. Features and depth are
volume-rendered along novel-view rays [arxiv:2403.07563 eq. 2]
[arxiv:2403.07563 eq. 5]. Training compares rendered features with the teacher's
features, and rendered depth with an L2 loss. The SDF follows the iSDF loss with
an Eikonal regulariser [arxiv:2403.07563 §3.2] [arxiv:2403.07563 eq. 6]. For the
robot, the decoded field becomes a point cloud, and each text query is scored
against it by cosine similarity [arxiv:2403.07563 §3.3]. Card:
[Learning Generalizable Feature Fields for Mobile Manipulation](/papers/2403.07563).

Reported results, author-reported, on a quadruped with an arm, in four rooms
[arxiv:2403.07563 §4.1]. Overall success is 62.4%, against 43.2% for LERF run
offline and 41.9% for ConceptGraphs run offline. The GeFF latency is 0.39 s
on an onboard AGX Orin [arxiv:2403.07563 tab. 1]. Without the auxiliary teacher
input the object-level score falls from 41 to 25 out of 66 trials, and LERF
scores 22 [arxiv:2403.07563 tab. 2]. Depth L2 error on 512 latent points is 0.012,
against 0.040 for bilinear and 0.061 for nearest-neighbour upsampling of a
downsampled grid [arxiv:2403.07563 tab. 4]. After objects are added, lab success
falls from 7 to 4 out of 9 trials, and the meeting room from 7 to 6 out of 9
[arxiv:2403.07563 tab. 3]. Trial counts per cell are small, and the main table
does not state them [arxiv:2403.07563 §4.1].

### One face image, UV position map

The input is a square face crop of 256 × 256 pixels. An encoder with one
convolution and 10 residual blocks reduces it to an 8 × 8 × 512 map, and 17
transposed convolutions decode a 256 × 256 × 3 position map [arxiv:1803.07835 §3.2].
Each cell has a fixed UV location and stores the x, y and z of one face point,
including points hidden from the camera. So one output gives the 68 landmarks,
dense correspondence and 3D shape [arxiv:1803.07835 §3.1]. The loss weights
cells by region, at 16:4:3:0 for landmarks, eyes/nose/mouth, the rest of the
face, and the neck [arxiv:1803.07835 §3.2] [arxiv:1803.07835 eq. 1]
[arxiv:1803.07835 tab. 3]. Training uses 300W-LP, with more than 60K images
whose ground-truth maps come from 3D Morphable Model fits [arxiv:1803.07835 §3.1]
[arxiv:1803.07835 §3.3]. Card: [Joint 3D Face Reconstruction and Dense Alignment with Position Map Regression Network](/papers/1803.07835).

Reported results, author-reported. Mean NME on AFLW2000-3D (68 points) is 3.62,
against 4.49 for 3DSTN and 4.94 for 3DDFA with SDM [arxiv:1803.07835 tab. 1].
Inference takes 9.8 ms per image on a GTX 1080, against 19.0 ms for 3DSTN and
75.7 ms for 3DDFA [arxiv:1803.07835 §4.4] [arxiv:1803.07835 tab. 2]. The
dense-alignment and reconstruction gains are read from plots, not tables
[arxiv:1803.07835 §4.2] [arxiv:1803.07835 §4.3].

### Uncalibrated video, state token and learned motion between frames

The input is four uncalibrated video streams of a dynamic human scene
[arxiv:2509.24209 §3.1] [arxiv:2509.24209 §4.1]. The backbone is VGGT,
initialised from its pre-trained weights [arxiv:2509.24209 §4.1]. Each view
gives pixel-aligned maps for Gaussian position, opacity, colour, rotation and
scale [arxiv:2509.24209 §3.2]. The VGGT output is in normalised units, so the
paper uses a metric gauge to rescale the poses. The gauge is the mean of
per-camera ratios, each the predicted translation length over the ground-truth
one [arxiv:2509.24209 §3.2]. The paper also predicts the gauge with a head, for
use at inference [arxiv:2509.24209 app. C].

A learnable state token passes information from frame to frame through
cross-attention, so the model does not run global attention over all frames
[arxiv:2509.24209 §3.3]. A motion head reads the features of two neighbouring
frames and predicts a backward and a forward 3D motion field for each view
[arxiv:2509.24209 §3.4]. Nothing supervises the motion directly. A retargeting
loss renders one frame moved to the previous frame and compares it with that
frame's render [arxiv:2509.24209 eq. 6]. A flow loss matches the predicted 2D
scene flow to pseudo-labels from SEA-RAFT, and it down-weights occluded pixels
[arxiv:2509.24209 eq. 7] [arxiv:2509.24209 §3.4].

For a time between two frames, each frame's Gaussians move with a
constant-velocity displacement scaled by the time distance [arxiv:2509.24209
eq. 5]. Gaussians that are occluded in one warped frame are kept apart, and the
rest are merged by a two-layer MLP [arxiv:2509.24209 eq. 8]. The authors justify
the constant-velocity step only for short gaps [arxiv:2509.24209 §3.4].
Card: [Forge4D: Feed-Forward 4D Human Reconstruction and Interpolation from Uncalibrated Sparse-view Videos](/papers/2509.24209).

Reported results, author-reported, on DNA-Rendering with four input views.
Novel-view PSNR at input times is 29.82, against 26.12 for AnySplat, which is
pose-free, and 24.30 for GPS-Gaussian, which takes poses [arxiv:2509.24209
tab. 1]. Novel view and time reach 29.04 PSNR, against 18.03 for L4GM with
eight input frames, which takes poses [arxiv:2509.24209 tab. 2]. The pose-free
numbers come from an evaluation step that optimises the novel-view poses while
the Gaussians stay fixed. That step is not used at deployment [arxiv:2509.24209
app. C]. Without gauge alignment, the static model falls to 13.29 PSNR, and
without the Gaussian fusion, the novel-time model falls to 27.35
[arxiv:2509.24209 tab. 7].

### Posed views, iterative viewpoint tokens

The input is N posed images, each with its pose and intrinsics. Each view
starts from a viewpoint token made only of its per-pixel Plücker rays, with no
learned query [arxiv:2507.23277 §3.2]. Twelve update layers follow. In each
layer, a viewpoint token cross-attends only to the image tokens of its own
view, and then a self-attention block mixes the viewpoint tokens of all views
[arxiv:2507.23277 §3.2] [arxiv:2507.23277 eq. 3] [arxiv:2507.23277 eq. 4]. Each
layer has its own weights. A linear layer then decodes each token into Gaussian
parameters [arxiv:2507.23277 app. A]. The paper compares each layer with a
gradient step, but it does not derive that from an objective
[arxiv:2507.23277 §3.2]. Training renders held-out views and compares them with
the targets using MSE plus a perceptual term, weighted by 0.5 [arxiv:2507.23277
eq. 5]. Card: [iLRM: An Iterative Large 3D Reconstruction Model](/papers/2507.23277).

Reported results, author-reported, at 256 × 256 on RealEstate10K with two views,
in the paper's (2, F, F) setting. PSNR is 28.65, against 27.47 for DepthSplat,
and rendering takes 0.025 s, against 0.065 s [arxiv:2507.23277 tab. 1]. On
DL3DV with 12 views at 512 × 960, PSNR is 24.35, against 21.38 for DepthSplat
[arxiv:2507.23277 tab. 4]. For 32 views at 540 × 960, it reaches 24.30 PSNR in
0.53 s. That is slightly below the 24.43 of per-scene 3D-GS, which took 8 min
to optimise [arxiv:2507.23277 tab. 5]. In the 4-view ablation setting, removing
the iterative refinement lowers PSNR from 29.24 to 28.58 [arxiv:2507.23277 tab. 7].

### Uncalibrated sparse views, camera poses predicted first

The input is 2 to 8 uncalibrated images, and the model is trained on 8 views
per sample [arxiv:2502.12138 abstract] [arxiv:2502.12138 §4]. A transformer
predicts a coarse pose for each image from learnable camera latents
[arxiv:2502.12138 §3.1]. A second transformer predicts camera-centric point maps
and refines the poses in the same network [arxiv:2502.12138 §3.2]. A third
transformer maps the local point tokens into one global frame, using the refined
poses, in place of a geometric reprojection step [arxiv:2502.12138 §3.2]
[arxiv:2502.12138 eq. 4]. The Gaussian centres are the global point maps, and a
shallow CNN predicts the other Gaussian attributes from the appearance features
and VGG features of the inputs [arxiv:2502.12138 §3.3]. The loss has pose,
geometry and splatting terms, and the splatting term includes a depth target from
a monocular estimator [arxiv:2502.12138 §3.4]. Card: [FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views](/papers/2502.12138).

Reported results, author-reported. On RealEstate10K with 5 input images and no
fine-tuning, AUC@30° is 79.9, against 61.1 for MASt3R and 51.6 for PoseDiffusion
[arxiv:2502.12138 tab. 1]. On DL3DV, FLARE reaches 23.33 PSNR with 8 views and
23.04 with 2 views. MVSplat reaches 22.08 with two views, and it takes poses
[arxiv:2502.12138 tab. 3]. The paper gives inference under 0.5 s, but not the
hardware for that figure [arxiv:2502.12138 §1] [arxiv:2502.12138 Pitfalls].

## When to use which

| Situation | Use | Why |
|---|---|---|
| One photo, object-centric, camera pose known only relatively | Single view (Splatter Image) | Author-reported 0.451 s for 250 renders on a V100, 1 view [arxiv:2312.13150 tab. 7]. Relative poses only [arxiv:2312.13150 tab. 1] |
| One photo, a mesh is the output you need | Generated views (One-2-3-45) | Outputs a textured mesh [arxiv:2306.16928 §3.3]. Best average F-score in its table, at about 45 s per shape [arxiv:2306.16928 tab. 1]. Shap-E is faster and has a higher CLIP score there [arxiv:2306.16928 tab. 1]. Wrong generated views cause the main failures [arxiv:2306.16928 app. failure] |
| Input elevation unknown | Generated views (One-2-3-45) | It estimates the elevation. Errors of ±30 degrees distort the mesh, and the search falls back to a default when matching fails in the released code, which the paper does not describe [arxiv:2306.16928 §4.3] [arxiv:2306.16928 fig. 10] |
| Fast rendering at test time | Single view (Splatter Image) | pixelNeRF renders slowly, as NeRF does, and its runtime grows linearly with the number of input views [arxiv:2012.02190 §6] |
| Two posed views of a scene, with known intrinsics, extrinsics and a depth range per view, and you need per-pixel depth | Cost-volume depth (MVSplat) | 26.39 PSNR on RealEstate10K at 0.044 s, against 25.89 PSNR at 0.104 s for pixelSplat [arxiv:2403.14627 tab. 1]. Trained on RealEstate10K only, so its DTU result, 13.94 PSNR, is low [arxiv:2403.14627 tab. 2]. Its benchmark differs from the Splatter Image rows, so the numbers do not compare |
| Two photos of the same object with known relative pose | Two-view union (Splatter Image) | 26.01 PSNR on cars against 24.00 for one view, on the same benchmark [arxiv:2312.13150 tab. 5] [arxiv:2312.13150 tab. 1]. Settings not stated |
| Several input views, and the number may change at test time | Radiance field (pixelNeRF) | Views are pooled inside the MLP [arxiv:2012.02190 §4.2] [arxiv:2012.02190 eq. 6]. Cost grows with views [arxiv:2012.02190 §6] |
| One view of an unseen category | Radiance field (pixelNeRF) | 22.71 PSNR against 18.71 for SRN, in the paper's held-out setting [arxiv:2012.02190 tab. 5] |
| Whole real scene from a few views | Radiance field (pixelNeRF) | Trained on DTU scenes and tested on held-out scenes with three views, no test-time optimisation [arxiv:2012.02190 §5.3]. The Splatter Image paper does not target unseen scenes [arxiv:2312.13150 §2] |
| Absolute camera poses | Neither Splatter Image nor pixelNeRF, as reported | Splatter Image uses relative poses only [arxiv:2312.13150 tab. 1]. pixelNeRF needs known intrinsics and relative poses for the inputs [arxiv:2012.02190 §1] |
| One face image, and you need 3D face shape and dense alignment together | Face position map (PRN) | Mean NME 3.62 on AFLW2000-3D, and 9.8 ms per image on a GTX 1080 [arxiv:1803.07835 tab. 1] [arxiv:1803.07835 §4.4]. Ground truth comes from 3DMM fits, and the test-time crop is not stated in the paper [arxiv:1803.07835 §3.1] [arxiv:1803.07835 Pitfalls] |
| A robot must answer object and part queries in a scene it has just scanned, and cannot wait for batch processing | Posed RGB-D latents (GeFF) | 0.39 s latency, against about 2 h for offline LERF and about 200 s for offline ConceptGraphs [arxiv:2403.07563 tab. 1]. The comparison mixes online and offline timing [arxiv:2403.07563 Pitfalls] |
| One representation for both navigation and grasping, with language features | Posed RGB-D latents (GeFF) | The same latents give a signed distance for geometry and a feature for queries [arxiv:2403.07563 §3.2]. Part-level results cover three categories with four instances each [arxiv:2403.07563 §4.1] |
| Need to reproduce GeFF's numbers | Not reproducible from the release | Pre-training took 6 days on 8 RTX 3090 GPUs, and no code has been released [arxiv:2403.07563 §4.1] [arxiv:2403.07563 Paper vs code] |
| Several uncalibrated videos of a moving person, and you need views at times between recorded frames | Uncalibrated video (Forge4D) | 29.04 PSNR for novel view and time at four views, against 18.03 for L4GM, which takes poses [arxiv:2509.24209 tab. 2]. Quality falls at larger time gaps: 27.91 at sampling rate 4 and 25.97 at rate 8 [arxiv:2509.24209 tab. 9] |
| Need to reproduce Forge4D's numbers | Not reproducible from the release | No checkpoints are released, and the shipped stage-3 loop exits before any training step [arxiv:2509.24209 Paper vs code] |
| Forge4D's full model on a real-time budget | Check first | 224 ms per key-frame pair, or 4.45 FPS, on an H200. Interpolation adds about 1.5 ms per 10 steps, so output rate is high while input latency is not [arxiv:2509.24209 tab. 6] [arxiv:2509.24209 Pitfalls] |
| Broad object categories | Train on a broad set | The Objaverse-trained model is the one evaluated on Google Scanned Objects [arxiv:2312.13150 tab. 4]. The per-class models are trained on single ShapeNet classes [arxiv:2312.13150 app. C] |
| Limited training time on one GPU | Small-scale setting | One A6000 for about 7 days, single class [arxiv:2312.13150 app. C] [arxiv:2312.13150 app. D]. The paper estimates LRM training at 128 A100 × 3 days, not measured [arxiv:2312.13150 app. D]. pixelNeRF's models each took 5 to 6 days on one GPU [arxiv:2012.02190 app. B.2] |
| Limited GPU memory | Check first | Up to 20 GB for the single-class model and 26 GB per GPU for the Objaverse model [arxiv:2312.13150 §3.3] |
| Perceptual quality matters more than the PSNR | Add the perceptual stage | Ablation: LPIPS 0.115 with the term, 0.141 without, PSNR 22.25 against 22.22. Shorter schedule, dataset not stated [arxiv:2312.13150 tab. 6] [arxiv:2312.13150 app. C] |
| Ground-truth 3D shapes are not available, but object silhouettes from known cameras are | Voxel projection loss (Perspective Transformer Nets) | The paper reports that projection-only training is about as good as volume supervision on chairs [arxiv:1612.00814 tab. 1]. The released code builds its silhouette targets from ground-truth volumes, so a pipeline that uses only image masks is not the released code [arxiv:1612.00814 Paper vs code] |
| Output must be an occupancy grid at a fixed resolution | Voxel projection loss (Perspective Transformer Nets) | Output is a 32 × 32 × 32 grid [arxiv:1612.00814 §4]. The paper evaluates voxel IoU only, so its numbers cannot be compared with the PSNR results on this page [arxiv:1612.00814 §4.1] |
| Recorded driving logs with calibrated cameras, ego poses and vehicle boxes; you need new viewpoints quickly | Driving variant (ReconDrive) | Reconstruction PSNR 32.66, against 29.58 for the best per-scene baseline, at about 15 s per scene [arxiv:2603.07552 tab. 1]. The released code takes poses and boxes from annotations [arxiv:2603.07552 Paper vs code] |
| Driving, with only raw sensor data and no annotations | Not supported as released | The released velocities, masks and poses all come from annotations. The paper does not discuss this limit [arxiv:2603.07552 Paper vs code] [arxiv:2603.07552 Pitfalls] |
| Driving, and latency matters more than the last PSNR points | Check first | DrivingForward ran in 5 s and scored 22.83 PSNR, against 15 s and 32.66 for ReconDrive [arxiv:2603.07552 tab. 1]. This page has no card for DrivingForward, so it cannot say more |
| Vehicles that turn or accelerate inside a segment | Not ReconDrive as published | Motion is linear inside a segment. The authors list non-rigid and non-linear motion as unsupported [arxiv:2603.07552 §5] |
| Driving, with only one input frame | ReconDrive-S (one frame) | 23.54 PSNR, against 23.99 for two frames in the paper's ablation, so the second frame adds 0.45 dB [arxiv:2603.07552 tab. 3] |
| Several uncalibrated sparse views (2 to 8), and no camera poses are given | Uncalibrated sparse views (FLARE) | Predicts poses and geometry in one pass. AUC@30° is 79.9 on RealEstate10K with 5 views, against 61.1 for MASt3R [arxiv:2502.12138 tab. 1]. The reconstruction table does not favour it on every metric: on ETH3D, MASt3R's overall error is lower [arxiv:2502.12138 tab. 2]. Its DL3DV comparison gives FLARE 8 views and the baselines 2, so it is not matched [arxiv:2502.12138 §4.3] [arxiv:2502.12138 app. A] |
| Need to reproduce FLARE's numbers | Reimplement from the paper | Several loss weights, the Huber parameter, the batch size and the encoder are not stated, so the values cannot be reproduced from the paper alone [arxiv:2502.12138 Pitfalls]. The code is not used on this page, for the licence reason below |
| Posed views, 2 to 32, and fast rendering matters | Posed iterative viewpoint tokens (iLRM) | 28.65 PSNR at 0.025 s for two views, against 27.47 for DepthSplat at 0.065 s [arxiv:2507.23277 tab. 1]. At 32 views the reported PSNR is 24.30 in 0.53 s, below per-scene 3D-GS [arxiv:2507.23277 tab. 5] |
| Posed views, and a compact set of Gaussians is needed | Check first | The paper's decoupled-resolution setting targets fewer Gaussians. The released code implements only the full-resolution setting, which gives H × W Gaussians per view [arxiv:2507.23277 Paper vs code] [arxiv:2507.23277 Pitfalls] |
| Reproduce iLRM's 2-view RealEstate10K number | Released checkpoint, subject to the licence note below | The checkpoint's README reports the same numbers as the paper's (2, F, F) row [arxiv:2507.23277 Paper vs code] |
| Shipping a commercial product | Reimplement from the paper | Some files in the Splatter Image authors' repository are adapted from non-commercial code; see the card's code licence field. The paper gives no code to copy. pixelNeRF's repository is BSD-2-Clause, but its project page says parts come from a third-party repository that this wiki did not review [arxiv:2012.02190 Paper vs code]. One-2-3-45's repository is Apache-2.0, but its pipeline also uses Zero123 and a feature matcher, whose licences this wiki has not checked [arxiv:2306.16928 Paper vs code]. ReconDrive's README names Apache-2.0, but the repository has no LICENSE file, so its licence is not stated [arxiv:2603.07552 Paper vs code]. MVSplat's repository is MIT [arxiv:2403.14627 Paper vs code]. The face repository is MIT, but its README says the licence of the model file is open (issue 28), and this wiki does not use those weights [arxiv:1803.07835 Paper vs code]. Forge4D's repository is Apache-2.0, but its vendored layers and VGGT-based backbone were not audited for their own licences, and no checkpoints are released [arxiv:2509.24209 Paper vs code] [arxiv:2509.24209 Pitfalls]. GeFF has no released code, so there is no repository licence to check [arxiv:2403.07563 Paper vs code]. FLARE's repository is CC BY-NC-SA 4.0, which is non-commercial, so its code must not be used for a commercial product [arxiv:2502.12138 Paper vs code]. iLRM's repository has no LICENSE file, so its licence is not stated [arxiv:2507.23277 Paper vs code] |

## Implementation sketch

Common core of one feed-forward pass and its training step. The paper's
details are in the cited sections. Variants differ in the output representation,
how many views feed it, and the perceptual term. The face variant has no render
step, and the cost-volume variant replaces the fusion step, as the paragraphs
below explain.

```pseudocode
# Predict one primitive per input pixel from one view  [arxiv:2312.13150 §3.2]
def predict_primitives(image, camera):
    # Image-to-image network; one output cell per input pixel  [arxiv:2312.13150 §3.6]
    grid = unet(image, camera)
    # One Gaussian per cell: opacity, centre, scale, rotation, colour  [arxiv:2312.13150 §3.2]
    return split_into_gaussians(grid, camera)

# Merge the Gaussians of several views into one set  [arxiv:2312.13150 §3.4]
def fuse_views(per_view, relative_poses):
    # Move each view's Gaussians into the reference frame  [arxiv:2312.13150 §3.4]
    moved = [transform(g, p) for g, p in zip(per_view, relative_poses)]
    # Output is the union of the moved sets  [arxiv:2312.13150 §3.4]
    return concatenate(moved)

# One training step on one object  [arxiv:2312.13150 §3.3] [arxiv:2312.13150 eq. 4]
def training_step(input_view, target_views, alpha):
    gaussians = predict_primitives(input_view.image, input_view.camera)
    # Render the predicted set at every target camera  [arxiv:2312.13150 §3.1]
    renders = [render(gaussians, v.camera) for v in target_views]
    # Pixel error against the real target images  [arxiv:2312.13150 eq. 4]
    pixel_loss = mean_squared_error(renders, target_views)
    # Perceptual term, blended in by alpha; zero in the first stage  [arxiv:2312.13150 app. C]
    perceptual_loss = lpips(renders, target_views)
    return (1 - alpha) * pixel_loss + alpha * perceptual_loss
```

For the radiance-field variant, replace `predict_primitives` and `render` with
a per-ray query of the feature-conditioned field, followed by volume
compositing [arxiv:2012.02190 §4] [arxiv:2012.02190 eq. 1]. The pixelNeRF card
has pseudocode for that query and for the view pooling. Its released code adds
the feature to three of the five MLP blocks, not to all of them, so follow the
card if you want to reproduce its numbers [arxiv:2012.02190 Paper vs code].

For the generated-view variant, put view synthesis and elevation estimation
before the network. The views are rendered first, the input elevation is
estimated from them, and only then are the source poses known
[arxiv:2306.16928 §3.1] [arxiv:2306.16928 §3.4]. The network takes the 32
source views and their poses and returns a signed distance field, so
`fuse_views` is replaced by a cost-volume reconstruction [arxiv:2306.16928 §3.3].

For the voxel variant, the `render` step becomes a perspective projection with a
max over depth, and the loss compares silhouettes instead of pixels
[arxiv:1612.00814 §3.2] [arxiv:1612.00814 eq. 1] [arxiv:1612.00814 eq. 4]. The
camera enters only through that projection during training.

For the driving variant, the centres come from unprojecting the predicted depth
with each camera's calibration. The second frame is moved into the first frame's
ego frame, and its moving Gaussians are shifted back by their velocity. The
`fuse_views` step therefore becomes a concatenation of the two frames
[arxiv:2603.07552 §3.3] [arxiv:2603.07552 eq. 4]. The released code takes each
vehicle's velocity from its annotated box, and it prompts the vehicle masks with
those boxes, so it does not regress velocity or detect vehicles
[arxiv:2603.07552 Paper vs code]. The card has a forward-pass sketch for the
segment [arxiv:2603.07552 §3.3].

For the cost-volume variant, `predict_primitives` becomes a plane sweep over
the depth candidates, followed by a softmax that gives one depth per pixel. The
Gaussian centres are that depth unprojected along each ray. Views are combined
inside the cost volume, by averaging the correlations over the other views
[arxiv:2403.14627 §3.1] [arxiv:2403.14627 §3.2] [arxiv:2403.14627 eq. 4]. The
card's pseudocode gives the full order of steps [arxiv:2403.14627 §3].

For the posed RGB-D variant, the encoder's latents have the teacher's features
appended, and `predict_primitives` becomes a decoder that returns a signed
distance and a feature at any point. Opacity comes from the distance, and the
render step integrates features and depth instead of colour
[arxiv:2403.07563 §3.2] [arxiv:2403.07563 eq. 3] [arxiv:2403.07563 eq. 4]. The
training loss is a weighted sum of five terms, one of them a colour term that the
text does not define [arxiv:2403.07563 eq. 6] (see Contradictions).

For the face variant, there is no render step. The network's output is the
position map, and the loss compares it with the ground-truth map cell by cell,
weighted by region [arxiv:1803.07835 §3.2] [arxiv:1803.07835 eq. 1]. The card
has the test-time crop [arxiv:1803.07835 §3.2].

For the Forge4D variant, `predict_primitives` runs once per frame, and a state
token carries information to the next frame, so no step attends over all
frames [arxiv:2509.24209 §3.3]. The novel-time step is an `interpolate` between
two neighbouring frames, not a `fuse_views` over cameras. Each frame moves by a
constant-velocity displacement, and occluded Gaussians are kept apart
[arxiv:2509.24209 §3.4] [arxiv:2509.24209 eq. 5] [arxiv:2509.24209 eq. 8]. The
card has pseudocode for that step [arxiv:2509.24209 §3.4].

For the iLRM variant, `predict_primitives` becomes a loop of twelve update
layers over viewpoint tokens. Each layer cross-attends to the image tokens of
its own view, then self-attends across all views [arxiv:2507.23277 §3.2]
[arxiv:2507.23277 eq. 3] [arxiv:2507.23277 eq. 4]. Cross-view mixing happens
inside those layers, so there is no `fuse_views` step. The card has the full
forward pass and the decoding step [arxiv:2507.23277 §3.2] [arxiv:2507.23277 app. A].

For the uncalibrated variant, pose estimation runs before the geometry: coarse
poses come from camera latents, and the same network later refines them
[arxiv:2502.12138 §3.1] [arxiv:2502.12138 §3.2]. `fuse_views` is replaced by a
learned projection of the local point tokens into one global frame, which takes
the refined poses as input [arxiv:2502.12138 §3.2] [arxiv:2502.12138 eq. 4]. The
Gaussian centres are then the global point maps [arxiv:2502.12138 §3.3]. The
card has the full forward pass [arxiv:2502.12138 §3.1-§3.3].

## Contradictions

Disagreements found in the cards, each side cited. Between Splatter Image and
pixelNeRF, none: they report the same pixelNeRF baseline numbers. One-2-3-45
compares against other baselines, so no cross-check of its numbers exists here
[arxiv:2306.16928 tab. 1]. ReconDrive's baselines are per-scene methods and
DrivingForward, and none of them has a card on this page, so its numbers have no
cross-check here [arxiv:2603.07552 tab. 1]. Perspective Transformer Nets reports voxel IoU and
compares against no other paper on this page, so it cannot be checked against
the PSNR numbers above.

- Between the paper and its released code, for Perspective Transformer Nets.
  The paper says the silhouettes come from image observations, which are trivial
  to segment on a white background [arxiv:1612.00814 §3] [arxiv:1612.00814 §3.1].
  The released training script projects the ground-truth voxel grid and uses the
  result as the target [arxiv:1612.00814 Paper vs code]. So the released
  projection-only model is trained on silhouettes of ground-truth volumes, not
  on silhouettes taken from images alone.
- Within Splatter Image, the speed claims do not agree. The text says training
  is 246× faster than implicit methods. Table 7 gives about 225× against
  PixelNeRF and about 295× against VisionNeRF [arxiv:2312.13150 §4.2]
  [arxiv:2312.13150 tab. 7].
- Within Splatter Image, for CO3D the text says 1,000× faster
  [arxiv:2312.13150 §4.1.1]. The Figure 4 caption says 100× [arxiv:2312.13150 fig. 4].
- Within Splatter Image, the abstract's 38 FPS is not defined in the text
  [arxiv:2312.13150 §4.2].
- Within pixelNeRF, the ablation's full model scores 23.43 PSNR for one view on
  chairs, while the main table reports 23.72. The ablation uses a shorter
  protocol with 25 target views, not 251 [arxiv:2012.02190 §5.1.1]
  [arxiv:2012.02190 tab. 3].
- Within pixelNeRF, the paper gives ω = 2.0 for two-object scenes, while the
  released multi-object config inherits 1.5. The card could not check which
  value produced the reported numbers [arxiv:2012.02190 app. B.1]
  [arxiv:2012.02190 Paper vs code].
- Within One-2-3-45, the paper weights the depth loss at 1, while the released
  training config sets it to 0.0. The paper does not say which setting produced
  its model [arxiv:2306.16928 app. training] [arxiv:2306.16928 §4.3].
- Within One-2-3-45, the paper trains for 300,000 iterations, while the released
  config stops at 200,000 [arxiv:2306.16928 app. training].
- Within ReconDrive, the paper gives two sources for vehicle motion. Section 3.1
  says the velocity is regressed; section 3.3 says it is computed from annotated
  boxes. The released code uses the boxes and has no regression head
  [arxiv:2603.07552 §3.1] [arxiv:2603.07552 §3.3]
  [arxiv:2603.07552 Paper vs code].
- Between ReconDrive and its code, the rendering loss weights differ. The paper
  gives 0.05 for the perceptual term and 1.0 for the L2 term. The code's
  effective weights are 0.1 and 2 [arxiv:2603.07552 §4.2]
  [arxiv:2603.07552 Paper vs code].
- Within ReconDrive, the text says DeformableGS leads on reconstruction LPIPS.
  Table 1 shows OmniRe at 0.1577, below DeformableGS at 0.1610
  [arxiv:2603.07552 §4.2] [arxiv:2603.07552 tab. 1].
- Within ReconDrive, the text says per-scene methods take "about 30 minutes".
  Table 1 gives 23 to 46 minutes [arxiv:2603.07552 §4.2]
  [arxiv:2603.07552 tab. 1].
- Speed numbers do not compare across variants. Splatter Image's 0.451 s is for
  250 renders of one object on a V100 [arxiv:2312.13150 tab. 7]. ReconDrive's
  15 s is for one driving scene, and its hardware is not stated
  [arxiv:2603.07552 §4.2]. MVSplat's 0.044 s includes encoding and rendering on
  unstated hardware [arxiv:2403.14627 tab. 1]. GeFF's 0.39 s is a query latency
  on an onboard AGX Orin, while its offline baselines ran on a desktop with all
  frames batched [arxiv:2403.07563 tab. 1] [arxiv:2403.07563 §4.1]. PRN's 9.8 ms covers only the
  network, not face detection, and its README gives about 0.01 s on GPU
  [arxiv:1803.07835 §4.4] [arxiv:1803.07835 Pitfalls]. FLARE's under 0.5 s has no
stated hardware [arxiv:2502.12138 §1]. iLRM's 0.025 s is on an RTX 4090, but its
card gives no hardware for the 0.53 s figure at 32 views [arxiv:2507.23277 tab. 1]
[arxiv:2507.23277 tab. 5].
- Within MVSplat, the text gives its encoder time as 0.043 s, while Table 1
  gives 0.044 s. The pixelSplat times differ in the same way
  [arxiv:2403.14627 §4.2] [arxiv:2403.14627 tab. 1].
- Between MVSplat and its code, the cost volume's resolution and the softmax
  differ. The paper runs the softmax at full resolution, while the code keeps
  it at a quarter [arxiv:2403.14627 §3.1] [arxiv:2403.14627 Paper vs code].
- Between PRN and its code, the paper gives no output scaling. The code applies
  a sigmoid times 281.6. A head trained on raw coordinates without that scale
  will not match the released weights [arxiv:1803.07835 §3.2]
  [arxiv:1803.07835 Paper vs code].
- Between PRN and its code, the point count differs. The paper says more than
  45K, and the code comments say about 40K and 45,128
  [arxiv:1803.07835 §3.1] [arxiv:1803.07835 Paper vs code].
- Within GeFF, the teacher is named two ways. The method says MaskCLIP
  [arxiv:2403.07563 §3.2], and the training details say a ViT-L CLIP model
  [arxiv:2403.07563 §4.1]. The paper does not say how the two fit together.
- Within GeFF, the total loss has a colour term [arxiv:2403.07563 eq. 6], but the
  text gives no colour decoder or colour rendering [arxiv:2403.07563 §3.2].
- Within Forge4D, the motion head's stage is described two ways. The paper
  trains it with the fusion in stage 3 [arxiv:2509.24209 §3.1]. The code's
  comments say the original release used a motion head from a separate run
  [arxiv:2509.24209 Paper vs code].
- Between Forge4D and its code, the training settings differ. The paper gives
  5e-5 for every stage and an L2 flow loss without a stated weight. The shipped
  stage-3 config uses 1e-6 and an L1 flow loss with weight 10
  [arxiv:2509.24209 app. C] [arxiv:2509.24209 Paper vs code].
- Within Forge4D, the speed hardware is given two ways. Section 4.3 says H200,
  and the appendix comparison says H20 [arxiv:2509.24209 §4.3]
  [arxiv:2509.24209 app. E].
- Within Forge4D, the text rounds its metric-scale error to 0.02 m, while the
  table gives 0.0264 m [arxiv:2509.24209 §4.2] [arxiv:2509.24209 tab. 4].
- Within FLARE, the text says it "achieves higher performance" than DUSt3R,
  MASt3R and Spann3R. On ETH3D overall error, MASt3R is lower, at 0.3522
  against 0.4978 [arxiv:2502.12138 §4.2] [arxiv:2502.12138 tab. 2].
- Within FLARE, the camera latents are described two ways. Section 3.1 gives one
  latent per image, and the appendix gives one for the reference view and one
  shared by the source views. The paper does not say which the results use
  [arxiv:2502.12138 §3.1] [arxiv:2502.12138 app. A].
- Within FLARE, the input range differs. The abstract says 2 to 8 views, while
  section 4 says the model works up to 25 views, backed by one DTU table
  [arxiv:2502.12138 abstract] [arxiv:2502.12138 tab. 6].
- Between the iLRM paper and its code, the output size differs. The paper's
  decoupled-resolution setting gives a compact output [arxiv:2507.23277 §3.2].
  The released code implements only the full-resolution setting, which gives
  H × W Gaussians per view [arxiv:2507.23277 Paper vs code] [arxiv:2507.23277 tab. 1].
- Within iLRM, the 4-view ablation baseline scores 29.24 PSNR, while the 4-view
  row of the main table scores 30.37. The ablations use another training setup,
  so the two are not directly comparable [arxiv:2507.23277 tab. 7]
  [arxiv:2507.23277 tab. 1] [arxiv:2507.23277 Pitfalls].
- Between iLRM and its code, the training settings differ. The paper gives a
  peak learning rate of 2e-4, and it applies the perceptual term with weight 0.5
  from the start. The code uses 4e-4 with a one-cycle cosine schedule, and its
  RE10K experiment is MSE only, with LPIPS weighted 0.05 after step 150,000
  [arxiv:2507.23277 app. A] [arxiv:2507.23277 Paper vs code].

## Papers

- [Splatter Image: Ultra-Fast Single-View 3D Reconstruction](/papers/2312.13150): one 3D Gaussian per input pixel from a single image, rendered with Gaussian splatting, in one forward pass.
- [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](/papers/2403.14627): two posed views to per-pixel Gaussians, with depth from a plane-sweep cost volume, in one forward pass.
- [pixelNeRF: Neural Radiance Fields from One or Few Images](/papers/2012.02190): a NeRF conditioned on pixel-aligned features of posed input images, pooled across views and trained on multi-view 2D images.
- [One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization](/papers/2306.16928): one photo to a textured mesh, using 32 views generated by a diffusion model and a cost-volume SDF network, in one pass.
- [Perspective Transformer Nets: Learning Single-View 3D Object Reconstruction without 3D Supervision](/papers/1612.00814): one photo to a 32³ voxel grid, trained through a differentiable perspective projection that compares silhouettes.
- [Joint 3D Face Reconstruction and Dense Alignment with Position Map Regression Network](/papers/1803.07835): one face image to a 256 × 256 position map of xyz face points, regressed by an encoder-decoder with no model fitting at test time.
- [ReconDrive: Fast Feed-Forward 4D Gaussian Splatting for Autonomous Driving Scene Reconstruction](/papers/2603.07552): six camera views of two frames to driving-scene 4D Gaussians, from a frozen VGGT backbone with LoRA, in one pass.
- [Learning Generalizable Feature Fields for Mobile Manipulation](/papers/2403.07563): posed RGB-D frames to latent points, decoded into a signed distance field and a language-aligned feature field, in one forward pass.
- [Forge4D: Feed-Forward 4D Human Reconstruction and Interpolation from Uncalibrated Sparse-view Videos](/papers/2509.24209): four uncalibrated human videos to per-frame Gaussians, with a state token and a motion head, so times between frames are shown by moving and fusing Gaussians.
- [FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views](/papers/2502.12138): 2 to 8 uncalibrated images to camera poses, point maps and Gaussians, in one network pass, with poses predicted first.
- [iLRM: An Iterative Large 3D Reconstruction Model](/papers/2507.23277): posed images to per-pixel Gaussians, with viewpoint tokens refined over 12 layers by cross-attention to image tokens and self-attention across views.
