PFGS: High Fidelity Point Cloud Rendering via Feature Splatting

Jiaxu Wang, Ziyi Zhang, Junhao He, Renjing Xu
2/14/2026

No official code found. Best implementation: Mercerai/PFGS (42 stars, last commit 2024-12-15).

Abstract

Rendering high-fidelity images from sparse point clouds is still challenging. Existing learning-based approaches suffer from either hole artifacts, missing details, or expensive computations. In this paper, we propose a novel framework to render high-quality images from sparse points. This method first attempts to bridge the 3D Gaussian Splatting and point cloud rendering, which includes several cascaded modules. We first use a regressor to estimate Gaussian properties in a point-wise manner, the estimated properties are used to rasterize neural feature descriptors into 2D planes which are extracted from a multiscale extractor. The projected feature volume is gradually decoded toward the final prediction via a multiscale and progressive decoder. The whole pipeline experiences a two-stage training and is driven by our well-designed progressive and multiscale reconstruction loss. Experiments on different benchmarks show the superiority of our method in terms of rendering qualities and the necessities of our main components.

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Code Implementations(1)

Mercerai/PFGSCommunity100%

[ECCV2024] Official implementation of PFGS: High Fidelity Point Cloud Rendering via Feature Splatting, feel free to render your colorful point cloud

420C, C++Jul 4, 20241 years ago

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Cite this paper

@article{wang2026pfgs,
  title  = {PFGS: High Fidelity Point Cloud Rendering via Feature Splatting},
  author = {Jiaxu Wang and Ziyi Zhang and Junhao He and Renjing Xu},
  year   = {2026},
  eprint = {2407.03857},
  archivePrefix = {arXiv},
  url    = {https://arxiv.org/abs/2407.03857},
  journal = {ECCV 2024 2024}
}

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