Pavlo Puzikov
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06·Research

SIGGRAPH Asia 2026

In reviewFirst author - submitted Jul 2026 deadline.

Tech Communications track submission on applied 3D Gaussian Splatting in luxury real-estate visualisation. Documents the pipeline from interior scans through AI-generated novel-view synthesis to city-scale capture.

SIGGRAPH submission — PSNR-by-engine × scan heatmap, cleaned variant in dB. 11 engines across 7 scan types from Easy Studio through Extreme Commercial Office.

What it took

The skills behind this project.

Every project below leans on a primary discipline and a handful of secondary ones. Tap any chip to see how that skill plays out across the wider portfolio.

Skills demonstrated

  • ResearchPrimary

    First-author Tech Communications submission framing applied 3DGS for luxury real-estate visualisation.

  • 3D & SpatialSecondary

    Engine benchmark and scan-difficulty taxonomy from Easy Studio through Extreme Commercial Office.

  • Novel-view synthesis comparison across diffusion-based and photogrammetric baselines.

  • Data PipelinesSupporting

    PSNR / SSIM heatmaps and per-engine robustness scoring.

Context

Why it exists.

The 3DGS research pipeline produced enough evidence to argue something contentious in the field: applied 3D Gaussian Splatting in luxury real-estate visualisation is bottlenecked not by quality but by robustness, and the engine that wins on average PSNR is not the engine that survives the failure modes a brokerage actually encounters.

The Tech Communications track at SIGGRAPH Asia 2026 is the right venue — it is the track for industry-validated applied work, not theoretical novelty. The submission frames the eval framework, surfaces the heatmap as the central artefact, and argues for failure-mode reporting as a first-class metric in 3DGS benchmarks.

Stack3DGS · Novel-view synthesis · Video diffusion · Research writing

Process

The decisions that shaped it.

  1. 01

    Lead with the heatmap, not the average

    Submission opens with the PSNR-by-engine × scan heatmap, with failure cells highlighted in red, before the per-engine averages are introduced. Forces the reviewer to confront robustness before they reach for the leaderboard.

    Research
  2. 02

    Seven scan-difficulty bands as the spine of the eval

    Easy Scan-Studio through Extreme Commercial-Office. Each band selected for distinct failure modes — texture sparsity, specularity, scale ambiguity, lighting variance. Reviewers can challenge the band definitions but not the spread of conditions covered.

    Research
  3. 03

    Reproducibility is the second contribution

    The submission ships with the eval harness, the scan-difficulty rubric, and the per-engine launch scripts. The first contribution is the result; the second is the framework anyone else can run on their next engine release.

    Data Pipelines

Outcome

What shipped.

Submitted July 2026. Review outcome pending; regardless of acceptance, the eval framework is in production use guiding which 3DGS engine ships behind Splat Viewer for each property type. The submission also doubled as a forcing function to clean up the engine-by-engine documentation and the failure-mode taxonomy.

Inside

4 moments worth a closer look.

  1. 01Per-engine rows

    Each row is one of 11 3DGS engines benchmarked: nerfstudio_splatfacto through scaffold_gs. Sorted by mean PSNR across scans.

  2. 02Per-scan columns

    Seven scan difficulty bands, Easy Scan-Studio through Extreme Commercial-Office. Difficulty rises with scale + texture sparsity.

  3. 03Engine failures

    Red 'FAIL' cells mark engines that crashed or produced unusable output on the hardest scenes. Robustness, not just average quality, drives the SIGGRAPH submission.

  4. 04Best-in-class

    Top PSNR (~31 dB) consistently lands with mip-splatting + gaussian-splatting variants on clean studio scans. Choice of engine matters more than expected at the easy end.