mlsanityData to 14 Oct 2026

Splat-based 3D Scene Reconstruction with Extreme Motion-blur

arXiv 2607.16926 ↗First posted 18 Jul 2026cs.CVcited by 0

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Abstract (arXiv)

We propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAIST-VCLAB/gs-extreme-motion-blur.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 28 of its 51 references that are in the map. First posted on arXiv 18 Jul 2026.

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28 of 51 references.

References · 28

  1. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
  2. 2015Convolutional LSTM Network: A Machine Learning Approach for Precipitation Nowcastingcited by 1,436
  3. 2020ORB-SLAM3: An Accurate Open-Source Library for Visual, Visual-Inertial and Multi-Map SLAMcited by 878
  4. 2016ORB-SLAM2: an Open-Source SLAM System for Monocular, Stereo and RGB-D Camerascited by 806
  5. 2016Deep Multi-scale Convolutional Neural Network for Dynamic Scene Deblurringcited by 727
  6. 2022Simple Baselines for Image Restorationcited by 708
  7. 2021DROID-SLAM: Deep Visual SLAM for Monocular, Stereo, and RGB-D Camerascited by 687
  8. 2021NICE-SLAM: Neural Implicit Scalable Encoding for SLAMcited by 589
  9. 2023Gaussian Splatting SLAMcited by 415
  10. 2023SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAMcited by 388
  11. 2018Scale-recurrent Network for Deep Image Deblurringcited by 333
  12. 2021Neural RGB-D Surface Reconstructioncited by 313
16 more
  1. 2022Unifying Flow, Stereo and Depth Estimationcited by 275
  2. 2021Deblur-NeRF: Neural Radiance Fields from Blurry Imagescited by 179
  3. 2018The Perfect Match: 3D Point Cloud Matching with Smoothed Densitiescited by 169
  4. 2023Point-SLAM: Dense Neural Point Cloud-based SLAMcited by 160
  5. 2018CodeSLAM - Learning a Compact, Optimisable Representation for Dense Visual SLAMcited by 152
  6. 2015Learning a Convolutional Neural Network for Non-uniform Motion Blur Removalcited by 149
  7. 2016SemanticFusion: Dense 3D Semantic Mapping with Convolutional Neural Networkscited by 135
  8. 2018DeepTAM: Deep Tracking and Mappingcited by 87
  9. 2021Lepard: Learning partial point cloud matching in rigid and deformable scenescited by 85
  10. 2022BAD-NeRF: Bundle Adjusted Deblur Neural Radiance Fieldscited by 80
  11. 2022DP-NeRF: Deblurred Neural Radiance Field with Physical Scene Priorscited by 70
  12. 2014Learning to Deblurcited by 66
  13. 2024BAD-Gaussians: Bundle Adjusted Deblur Gaussian Splattingcited by 61
  14. 2018SurfelMeshing: Online Surfel-Based Mesh Reconstructioncited by 29
  15. 2024Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motioncited by 29
  16. 2019Local Deep Implicit Functions for 3D Shapecited by 18

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