# Few-shot Novel View Synthesis using Depth Aware 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2410.11080 · HTML: https://mlsanity.com/paper/2410.11080/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 38 references that are in the map.
- First posted on arXiv 14 Oct 2024.

## Builds on (most cited first, 26 of 26)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Vision Transformers for Dense Prediction](https://mlsanity.com/paper/2103.13413/) (2021)
- [Depth Map Prediction from a Single Image using a Multi-Scale Deep Network](https://mlsanity.com/paper/1406.2283/) (2014)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis](https://mlsanity.com/paper/2104.00677/) (2021)
- [Decomposing NeRF for Editing via Feature Field Distillation](https://mlsanity.com/paper/2205.15585/) (2022)
- [FreeNeRF: Improving Few-shot Neural Rendering with Free Frequency Regularization](https://mlsanity.com/paper/2303.07418/) (2023)
- [FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting](https://mlsanity.com/paper/2312.00451/) (2023)
- [GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis](https://mlsanity.com/paper/2312.02155/) (2023)
- [SparseGS: Sparse View Synthesis using 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00206/) (2023)
- [GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis](https://mlsanity.com/paper/2312.11458/) (2023)
- [DFNet: Enhance Absolute Pose Regression with Direct Feature Matching](https://mlsanity.com/paper/2204.00559/) (2022)
- [NIRVANA: Neural Implicit Representations of Videos with Adaptive Networks and Autoregressive Patch-wise Modeling](https://mlsanity.com/paper/2212.14593/) (2022)
- [HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splatting](https://mlsanity.com/paper/2402.06149/) (2024)
- [Local 3D Editing via 3D Distillation of CLIP Knowledge](https://mlsanity.com/paper/2306.12570/) (2023)
- [DINER: Depth-aware Image-based NEural Radiance fields](https://mlsanity.com/paper/2211.16630/) (2022)
- [Disjoint Pose and Shape for 3D Face Reconstruction](https://mlsanity.com/paper/2308.13903/) (2023)

## Built on by (most cited first, 10 of 10)

- [G4Splat: Geometry-Guided Gaussian Splatting with Generative Prior](https://mlsanity.com/paper/2510.12099/) (2025)
- [DWTGS: Rethinking Frequency Regularization for Sparse-view 3D Gaussian Splatting](https://mlsanity.com/paper/2507.15690/) (2025)
- [Splannequin: Freezing Monocular Mannequin-Challenge Footage with Dual-Detection Splatting](https://mlsanity.com/paper/2512.05113/) (2025)
- [MAC-Splat: Multi-Attribute Consistency for High-Fidelity Sparse-View Reconstruction](https://mlsanity.com/paper/2607.10792/) (2026)
- [Efficient and High-Quality Depth Estimation via Pixel-Space Diffusion with Linear Attention](https://mlsanity.com/paper/2608.30129/) (2026)
- [Geometry-guided Online 3D Video Synthesis with Multi-View Temporal Consistency](https://mlsanity.com/paper/2505.18932/) (2025)
- [UltraGS: Real-Time Physically-Decoupled Gaussian Splatting for Ultrasound Novel View Synthesis](https://mlsanity.com/paper/2511.07743/) (2025)
- [Pi-GS: Sparse-View Gaussian Splatting with Dense π3 Initialization](https://mlsanity.com/paper/2602.03327/) (2026)
- [CrowdGaussian: Reconstructing High-Fidelity 3D Gaussians for Human Crowd from a Single Image](https://mlsanity.com/paper/2603.17779/) (2026)
- [TV-SGS: Gaussian Splatting with Geometric Information Propagation via Tensor Voting under sparse views](https://mlsanity.com/paper/2609.07734/) (2026)

## Abstract (arXiv)

3D Gaussian splatting has surpassed neural radiance field methods in novel view synthesis by achieving lower computational costs and real-time high-quality rendering. Although it produces a high-quality rendering with a lot of input views, its performance drops significantly when only a few views are available. In this work, we address this by proposing a depth-aware Gaussian splatting method for few-shot novel view synthesis. We use monocular depth prediction as a prior, along with a scale-invariant depth loss, to constrain the 3D shape under just a few input views. We also model color using lower-order spherical harmonics to avoid overfitting. Further, we observe that removing splats with lower opacity periodically, as performed in the original work, leads to a very sparse point cloud and, hence, a lower-quality rendering. To mitigate this, we retain all the splats, leading to a better reconstruction in a few view settings. Experimental results show that our method outperforms the traditional 3D Gaussian splatting methods by achieving improvements of 10.5% in peak signal-to-noise ratio, 6% in structural similarity index, and 14.1% in perceptual similarity, thereby validating the effectiveness of our approach. The code will be made available at: https://github.com/raja-kumar/depth-aware-3DGS
