# QuickSplat: Fast 3D Surface Reconstruction via Learned Gaussian Initialization

arXiv: https://arxiv.org/abs/2505.05591 · HTML: https://mlsanity.com/paper/2505.05591/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 55 of its 64 references that are in the map.
- First posted on arXiv 8 May 2025.

## Builds on (most cited first, 30 of 55)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks](https://mlsanity.com/paper/1703.03400/) (2017)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Spatio-Temporal ConvNets: Minkowski Convolutional Neural Networks](https://mlsanity.com/paper/1904.08755/) (2019)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [MVSNet: Depth Inference for Unstructured Multi-view Stereo](https://mlsanity.com/paper/1804.02505/) (2018)
- [ScanNet++: A High-Fidelity Dataset of 3D Indoor Scenes](https://mlsanity.com/paper/2308.11417/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction](https://mlsanity.com/paper/2312.12337/) (2023)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [Learning to learn by gradient descent by gradient descent](https://mlsanity.com/paper/1606.04474/) (2016)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](https://mlsanity.com/paper/2403.14627/) (2024)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction](https://mlsanity.com/paper/2206.00665/) (2022)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [Gaussian Splatting SLAM](https://mlsanity.com/paper/2312.06741/) (2023)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [GS-LRM: Large Reconstruction Model for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.19702/) (2024)
- [Omnidata: A Scalable Pipeline for Making Multi-Task Mid-Level Vision Datasets from 3D Scans](https://mlsanity.com/paper/2110.04994/) (2021)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)

## Built on by (most cited first, 11 of 11)

- [Advances in Feed-Forward 3D Reconstruction and View Synthesis: A Survey](https://mlsanity.com/paper/2507.14501/) (2025)
- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [ReSplat: Learning Recurrent Gaussian Splatting](https://mlsanity.com/paper/2510.08575/) (2025)
- [Reconstructing 4D Spatial Intelligence: A Survey](https://mlsanity.com/paper/2507.21045/) (2025)
- [ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitives](https://mlsanity.com/paper/2511.06810/) (2025)
- [UFO: Unifying Feed-Forward and Optimization-based Methods for Large Driving Scene Modeling](https://mlsanity.com/paper/2602.20943/) (2026)
- [Diff3R: Feed-forward 3D Gaussian Splatting with Uncertainty-aware Differentiable Optimization](https://mlsanity.com/paper/2604.01030/) (2026)
- [AirSplat: Alignment and Rating for Robust Feed-Forward 3D Gaussian Splatting](https://mlsanity.com/paper/2603.25129/) (2026)
- [Learn2Splat: Extending the Horizon of Learned 3DGS Optimization](https://mlsanity.com/paper/2605.15760/) (2026)
- [FlowBender: Feedback-Aware Training for Self-Correcting Conditional Flows](https://mlsanity.com/paper/2606.20404/) (2026)
- [L2D2-GS: Learning to Densify for Feedforward Dynamic Gaussian Scene Reconstruction](https://mlsanity.com/paper/2606.29374/) (2026)

## Abstract (arXiv)

Surface reconstruction is fundamental to computer vision and graphics, enabling applications in 3D modeling, mixed reality, robotics, and more. Existing approaches based on volumetric rendering obtain promising results, but optimize on a per-scene basis, resulting in a slow optimization that can struggle to model under-observed or textureless regions. We introduce QuickSplat, which learns data-driven priors to generate dense initializations for 2D gaussian splatting optimization of large-scale indoor scenes. This provides a strong starting point for the reconstruction, which accelerates the convergence of the optimization and improves the geometry of flat wall structures. We further learn to jointly estimate the densification and update of the scene parameters during each iteration; our proposed densifier network predicts new Gaussians based on the rendering gradients of existing ones, removing the needs of heuristics for densification. Extensive experiments on large-scale indoor scene reconstruction demonstrate the superiority of our data-driven optimization. Concretely, we accelerate runtime by 8x, while decreasing depth errors by up to 48% in comparison to state of the art methods.
