CVDec 2, 2025
AVGGT: Rethinking Global Attention for Accelerating VGGTXianbing Sun, Zhikai Zhu, Zhengyu Lou et al.
Since DUSt3R, models such as VGGT and $π^3$ have shown strong multi-view 3D performance, but their heavy reliance on global self-attention results in high computational cost. Existing sparse-attention variants offer partial speedups, yet lack a systematic analysis of how global attention contributes to multi-view reasoning. In this paper, we first conduct an in-depth investigation of the global attention modules in VGGT and $π^3$ to better understand their roles. Our analysis reveals a clear division of roles in the alternating global-frame architecture: early global layers do not form meaningful correspondences, middle layers perform cross-view alignment, and last layers provide only minor refinements. Guided by these findings, we propose a training-free two-step acceleration scheme: (1) converting early global layers into frame attention, and (2) subsampling global attention by subsampling K/V over patch tokens with diagonal preservation and a mean-fill component. We instantiate this strategy on VGGT and $π^3$ and evaluate across standard pose and point-map benchmarks. Our method achieves up to $8$-$10\times$ speedup in inference time while matching or slightly improving the accuracy of the original models, and remains robust even in extremely dense multi-view settings where prior sparse-attention baselines fail.
GRApr 2, 2025
3D Gaussian Inverse Rendering with Approximated Global IlluminationZirui Wu, Jianteng Chen, Laijian Li et al.
3D Gaussian Splatting shows great potential in reconstructing photo-realistic 3D scenes. However, these methods typically bake illumination into their representations, limiting their use for physically-based rendering and scene editing. Although recent inverse rendering approaches aim to decompose scenes into material and lighting components, they often rely on simplifying assumptions that fail when editing. We present a novel approach that enables efficient global illumination for 3D Gaussians Splatting through screen-space ray tracing. Our key insight is that a substantial amount of indirect light can be traced back to surfaces visible within the current view frustum. Leveraging this observation, we augment the direct shading computed by 3D Gaussians with Monte-Carlo screen-space ray-tracing to capture one-bounce indirect illumination. In this way, our method enables realistic global illumination without sacrificing the computational efficiency and editability benefits of 3D Gaussians. Through experiments, we show that the screen-space approximation we utilize allows for indirect illumination and supports real-time rendering and editing. Code, data, and models will be made available at our project page: https://wuzirui.github.io/gs-ssr.