Pavlo Puzikov
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Dubai · 2026

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03·3D & Spatial

3DGS Research Pipeline

In developmentResearcher / implementer: around twenty engines wired across the pipeline.2 min read454 words

20 Gaussian-splat engines integrated into one benchmark harness, 6 evaluations run so far. Which one actually survives a real luxury-interior scan, not just the leaderboard.

ResultA reproducible benchmark harness: around twenty engines wired, 6 evaluations run so far, a scan-difficulty taxonomy and per-engine failure modes, that the academic write-up draws on.

3DGS Research cover: a luxury living room reconstructed as a volumetric Gaussian point cloud, the left dissolving into a red field of reconstruction error and the right resolving cleanly in teal, titled '3DGS Research' over the line 'Robustness, not the leaderboard'.

Discover

Why it exists.

3D Gaussian Splatting moved fast between 2023 and 2026. New engines shipped every quarter, each claiming higher PSNR on their preferred benchmark scenes. The applied question, which one actually survives a luxury real-estate brief, on a real scanner, in a real building, sat unanswered.

This pipeline answers it. Around twenty Gaussian-splat engines wired into one harness, the first evaluations run across the difficulty range from a clean scan-studio booth through a mirror-walled marble lobby to a city-scale neighbourhood capture, the full matrix in progress. Not just average quality, robustness, with failure modes per engine logged, because an engine that crashes on one scan in five is unusable in production regardless of its PSNR on the other four.

The pipeline also covers the unbuilt case: novel-view synthesis via video diffusion, monocular depth lift, and the hybrid stack that bolts those onto a real scan when only half a building has been constructed.

StackCUDA · gsplat · PyTorch · COLMAP · Video diffusion · Monocular depth

Define

The brief.

Answer which Gaussian-splat engine actually survives a luxury real-estate brief on a real scanner, not which one wins average PSNR on clean studio scenes.

Develop

What it took

Skills behind it.

Primary discipline plus the support stack.

Skills demonstrated

  • ResearchPrimary

    Around twenty 3DGS engines wired into one harness spanning studio scans to city-scale capture, with the first evaluations run on PSNR, SSIM and LPIPS and the full matrix in progress.

  • 3D & SpatialSecondary

    Novel-view synthesis and monocular depth paths for unbuilt properties stitched into the same pipeline.

  • Video-diffusion novel-view models evaluated against COLMAP-grounded baselines.

  • Data PipelinesSupporting

    Reproducible eval harness across PSNR, SSIM, and per-engine failure modes.

Develop · Build

How it came together.

  1. 01

    Three difficulty bands, not one leaderboard

    Most 3DGS benchmarks score against a small set of scene types, usually clean studio scans where every modern engine clears thirty dB. Split the eval into seven scan-difficulty bands from Easy Scan-Studio through Extreme Commercial-Office, so engines that excel at clean interiors but fail on mirrored marble are scored honestly. Choice of engine matters more than expected at the easy end too.

    Research
  2. 02

    Failure mode is a first-class metric

    Engines do not just produce worse images on hard scenes, they crash, produce floaters, or output garbage point clouds that crash downstream rendering. Logged every fail as a red cell in the per-engine × per-scan heatmap. The write-up leads with this matrix, not the PSNR scores, because robustness is what a production team buys.

    Data Pipelines
  3. 03

    Novel-view synthesis as a parallel path

    Off-plan luxury properties have no scan to start from, the building has not been built. Ran video diffusion and monocular depth lift in parallel to the scanned pipeline, so the same viewer can show a real apartment and an AI-imagined one without two separate codebases. The eval covers both paths against COLMAP-grounded baselines.

    AI & Machine Learning
  4. 04

    Cleaned vs raw as a routine comparison

    Floaters and stray gaussians make scans look worse than the underlying capture warrants. Every scan in the eval was run twice, raw output and after a cleaning pass, to quantify how much of the quality delta is the engine versus the post-processing. Cleaning recovers roughly eight per cent of noisy gaussians on average, and changes which engine wins on the hardest scenes.

    3D & Spatial

Develop · Forks

Decisions on the record.

The few calls worth defending. Each one is a fork; the other branch would have been a different project.

  1. Decision · 01

    Why gsplat over the reference gaussian-splats-3d implementation

    gsplat is the CUDA-native reference path the field is now standardising on, faster training, cleaner gradient flow, and a maintained Nerfstudio integration. The original gaussian-splats-3d implementation was the right starting point in 2024 but it lagged on rasteriser fixes by the time the benchmark started.

  2. Decision · 02

    Why RRF for fusion, not a learned ranker

    Reciprocal Rank Fusion has no training data dependency and no per-engine weights to tune. With twenty engines across the benchmark the cost of a learned ranker (label collection, train/val splits, drift) didn't earn its keep over a parameter-free fuser that already separates the top tier.

  3. Decision · 03

    Why write it up as a paper, not just ship it

    The benchmark is applied-3DGS in luxury real-estate visualisation, the gap was not a method, it was an evaluation harness paired with deployment context. Writing it up as an academic paper forces the rigour and makes the work citable, next to the engines it benchmarks.

Operate the result

Drag to compare.

Same scan, two states. Move the divider with the mouse, touch, or arrow keys.

Hard scan (Dubai Marina) raw point cloud: 420,634 gaussians, 33,576 noise/floaters (8.0%). Red dots = floaters slated for removal by the cleaning pipeline.RawCleaned
After: Hard scan (Dubai Marina) after cleaning: 387,058 gaussians retained (92.0%), +1.7 dB average quality improvement. Green dots = retained gaussians; noise removed.
Hard scan, Dubai Marina apartment. Same scan, same camera, same engine (Mip-Splatting). Drag the divider to compare the raw point cloud against the cleaned output. The pipeline drops 33K floaters and lifts PSNR by 1.7 dB on average.

Deliver

What shipped.

A reproducible benchmark harness: around twenty engines wired, 6 evaluations run so far, a scan-difficulty taxonomy and per-engine failure modes, that the academic write-up draws on. The full engines-by-scans matrix and the papers are in progress. A relighting track now runs alongside the benchmark: an interactive viewer with movable light fixtures and real soft cast shadows, plus a delighting and relightable-retrain line still in progress.

Being written up as an academic paper, in progress. The eval framework continues to run on new engines as they ship, adding a row to the heatmap is a one-day operation now. The pipeline directly informs which engine ships behind the Splat Viewer for each property type.

By the numbers

20

Engines integrated

6

Evaluations run

benchmark in progress

Research origin

The paper-to-product thread this project sits inside. The full chain (paper, benchmark, ship) lives on the research index.

Frames

Selected from the work.

21 frames

  1. 01Cleaning Impact
  2. 02Cleaning ROI
  3. 03Decision Matrix
  4. 04Efficiency Comparison
  5. 05Quality Ranking
  6. 06Raw Vs Cleaned
  7. 07Speed Vs Quality
  8. 08Benchmark Dashboard
  9. 09Effect Size Matrix
  10. 10Engine Boxplots
  11. 11Engine Ranking
  12. 12Radar Analysis
  13. 13SSIM LPIPS Scatter
  14. 14Win Loss Matrix
  15. 15Cleaning Showcase
  16. 16Comparison
  17. 17Engine Comparison
  18. 18Gallery
  19. 19Leaderboard
  20. 20PSNR Heatmap
  21. 21Summary