WildGaussians: 3D Gaussian Splatting in the Wild

Jonáš Kulhánek, Songyou Peng, Z. Kúkelová, Marc Pollefeys, Torsten Sattler
2/3/2026

No official code found. Best implementation: jkulhanek/wild-gaussians (475 stars, last commit 2025-09-19).

Abstract

While the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework.

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[NeurIPS'24] WildGaussians: 3D Gaussian Splatting In the Wild

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Cite this paper

@article{kulhnek2026wildgaussians,
  title  = {WildGaussians: 3D Gaussian Splatting in the Wild},
  author = {Jonáš Kulhánek and Songyou Peng and Z. Kúkelová and Marc Pollefeys and Torsten Sattler},
  year   = {2026},
  eprint = {2407.08447},
  archivePrefix = {arXiv},
  doi    = {10.48550/arXiv.2407.08447},
  url    = {https://arxiv.org/abs/2407.08447},
  journal = {NEURIPS 2024 2024}
}

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