LVS: Local View Synthesis from Relative Camera Pose by Reusing Previous Views
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Introduction to the show: ident: AI Radio. Generated commentary on the latest Artificial Intelligence papers.
Tom: I'm Tom, and with me are Jane, Lu, senior AI researcher at Tsinghua, Meng, lead engineer at a mysterious AI startup and Lalam, the in-house Large Language Model.
Jane: Today's paper: "LVS: Local View Synthesis from Relative Camera Pose by Reusing Previous Views".
Tom: The gist: This work proposes a per-scene framework for local view synthesis that reuses rendered RGB-D images through relative-pose-guided warping and residual appearance correction,
Jane: First, who's behind it and why it matters.
Paper summary: Tom: Now we're going deeper into what exactly this paper, "LVS: Local View Synthesis from Relative Camera Pose by Reusing Previous Views," claims about its approach to local view synthesis. We've talked about the high-level idea of reusing rendered images, so let's get more specific on the mechanism.
Jane: So, at its heart, they are replacing the process of repeatedly rendering a scene for every target view with a system that relies on relative-pose-guided RGB-D image reuse. That means they use what they already rendered as a base for new views.
Lu: They explain that geometric warping is used to transport the source content, and this transport relies on both depth and the relative pose between the source and target views to correctly align things.
Meng: The key differentiator here is that geometric warping alone isn't sufficient because it can't recover newly exposed content, plus it’s sensitive to errors in depth estimation.
Tom: That’s where they introduce the multiscale network, which predicts RGB residuals. This residual prediction helps correct those artifacts and allows the system to infer any missing appearance that the simple geometric warp misses.
Jane: The framework then combines this warped image with the predicted residual to get a target prediction, I two which is I w plus the predicted residual R <ref:2610.12127#pg1>.
Lu: To make it work efficiently, they use cached source features and geometry, and the encoder and decoder are jointly trained by minimizing a Charbonnier loss function. This loss function measures the difference between the predicted image and the ground-truth target RGB images.
Meng: From an engineering standpoint, this training setup means that for each static scene you render once, you just have to perform reprojection, residual decoding, and composition for each new view request during inference.
Tom: So they're not eliminating computation entirely; they’re just restructuring it so that the heavy scene rendering happens once, and every subsequent view update is much lighter.
Jane: That structure is what makes it viable for interactive exploration because it supports responsive updates without needing a full re-render of the entire scene every time.
Lu: This whole paper addresses the motivation that conventional methods like three dee Gaussian Splatting render each target view separately, leaving that image overlap unexploited and requiring a better way to handle overlapping content <ref:2610.12127#pg1>.
Meng: So, it’s a specific solution for exploiting that overlap using relative pose information and learned residual correction. It’s a tailored approach rather than just another general rendering technique.
Tom: And the results on GS-render show that this setup leads to an improvement in PSNR by zero point seven two dB over pure warping, demonstrating the added value of that residual refinement stage <ref:2610.12127#pg1,PSNR by 0.72 dB>.
Jane: It shows that while geometric warping is a good starting point, adding the residual prediction layer really helps refine the final output quality significantly on these three GS-render scenes.
Conclusion: Tom: We’ve covered a lot about this paper now, "LVS: Local View Synthesis from Relative Camera Pose by Reusing Previous Views," which focuses on using relative-pose-guided RGB-D image reuse for local view synthesis. We've discussed how geometric warping and residual correction work together to avoid repeated scene rendering.
Jane: To wrap up the main points, the paper shows that by reusing rendered images through relative pose guidance and then adding a multiscale network to predict RGB residuals, you get a target prediction I two that is better than just the warped image alone <ref:2610.12127#pg1>.
Lu: The core contribution is this per-scene framework that replaces repeated scene rendering for nearby views with this reuse strategy, which is a practical method for handling overlapping content.
Meng: What this means in terms of application is that it points towards more efficient and responsive scene navigation in augmented and virtual reality because the query latency stays low.
Tom: It’s about supporting interactive exploration by making the local view synthesis process much faster than rendering everything from scratch every time you move your camera a little.
Jane: The authors did acknowledge a limitation, specifically that performance tends to decline with larger viewpoint changes, and they've flagged that extending that supported range and enabling cross-scene generalization is what they plan to work on next.
Lu: So the implication is that we are moving towards systems where scene representation isn't just about generating one perfect view, but about efficiently synthesizing a local set of views based on what’s already been computed.
Meng: For an engineer, it suggests that caching source features and having a small memory footprint for the cache makes this approach practical for deployment in real-time systems.
Tom: And that’s the essence of LVS: Local View Synthesis from Relative Camera Pose by Reusing Previous Views, showing a path toward more efficient scene exploration through intelligent image reuse and residual correction.
Qizhou Huo, Xuan Sun, Yongfei Guo, Zhipeng Wang, Yuanhao Gong
Changchun Institute of Optics, Fine Mechanics and Physics, Chinese Academy of Sciences · University of Chinese Academy of Sciences, Beijing, China
cs.CV, cs.AI, cs.GR, cs.MM, eess.IV
Submitted: 2026-10-08
Updated: 2026-10-08
License: http://creativecommons.org/licenses/by-nc-nd/4.0/
Importance score: 79/100
The gist: The gist: This work proposes a per-scene framework for local view synthesis that reuses rendered RGB-D images through relative-pose-guided warping and residual appearance correction, which offers an
Key concepts
- Relative-Pose Guided Reprojection
- This process uses the depth map and the relative position between the source camera and the target camera to geometrically warp an existing rendered image. It ensures that objects in the source image are correctly transported to their new positions in the target view, preserving observed structure accurately.
- Multiscale Residual Refinement
- After geometric warping, a small network predicts an 'RGB residual'—the difference between the warped image and the actual target image. This residual is added back to the warped result, which corrects transport errors and infers missing appearance details for a more realistic final output.
- Source Cache
- The system caches source features and prepared geometry once per scene. This allows subsequent local view updates to reuse this pre-computed data, significantly reducing the computational load required for each new query compared to rendering the entire scene repeatedly.
Terminology
Summary
The gist: This work proposes a per-scene framework for local view synthesis that reuses rendered RGB-D images through relative-pose-guided warping and residual appearance correction, which offers an alternative to conventional methods by avoiding repeated scene rendering.
How it works
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The core idea is to replace repeated scene rendering for nearby views with relative-pose-guided RGB-D image reuse Our method reuses a rendered RGB-D image through relative-pose-guided warping and RGB residual correction >
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Geometric warping uses depth and relative pose to transport source content Geometric warping uses depth and relative pose to transport observed structure >
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A lightweight multiscale network predicts RGB residuals to correct artifacts and infer missing appearance A lightweight multiscale network predicts RGB residuals to correct artifacts and infer missing appearance >
Relative-Pose-Guided Reprojection
The process begins with establishing correspondences using geometric transport, where a source pixel projects to a target pixel according to the equation derived from relative pose Source colors are bilinearly splatted and filtered by depth, and accepted colors are averaged with their splat weights Coverage C stores accumulated weights clipped to [0, 1], with projected centers set to one > Coverage C stores accumulated weights clipped to [0, 1], with projected centers set to one > The warped image is calculated as Iw = W(I1, D1, K, p), where W denotes this fixed geometric procedure
Multiscale Residual Refinement
The framework then refines the geometric warp by predicting an RGB residual R using a multiscale decoder The decoder combines cached source features and geometric cues to predict an RGB residual The prediction is formulated as Ib2 = Iw + R, where R = Dec(F1, I1, Iw, ∆W, C, p) This residual is added to the warped image to obtain the target prediction >
Training and Source Reuse
The encoder and decoder are jointly trained by minimizing a Charbonnier loss L = meanq (Ib2 − I2) 2 + ϵ 2 The training loss minimizes the difference between the predicted and ground-truth target RGB images > For inference, source features and prepared geometry are cached once per source, meaning each target requires reprojection, residual decoding, and composition
Experimental Results
The experiments evaluate reconstruction quality using PSNR and SSIM across different domains like GS-render (three Mip-NeRF 360 scenes) and Blender Table 1 shows that Ours achieves the highest PSNR and SSIM among the evaluated methods in each domain > On GS-render, it exceeds AdaMPI32 by 1.00 dB PSNR, supporting reuse of an existing rendering for nearby target views > The query latency for Ours is reported as 0.95–0.98 ms with a 14.4 MiB source cache
Component Ablation and Limitations
Ablation studies on GS-render demonstrate that residual refinement improves Pure Warp by 0.721 dB PSNR, with a smaller LPIPS change However, performance declines with larger viewpoint changes; Ours has higher PSNR at smaller angles, but 3DGS overtakes it at 15◦ This crossover illustrates the limited viewpoint range of single-source reuse The paper concludes that extending the supported range and enabling cross-scene generalization remain future work >
The framework presents a per-scene approach for local view synthesis by reusing rendered RGB-D images without rerendering the scene. The relative-pose-guided warping preserves shared content, while multiscale residual refinement corrects transport errors and infers missing appearance. These findings highlight image reuse as a practical approach to responsive scene navigation, with potential AR/VR applications >
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LVS: LOCAL VIEW SYNTHESIS FROM RELATIVE CAMERA POSE BY REUSING PREVIOUS VIEWS Qizhou Huo, Xuan Sun, Yongfei Guo, Zhipeng Wang, Yuanhao Gong 3DGS Output = Render(G) Image 1 Image 2 Independent Camera pose p1 Camera pose p2 Ours Output =∆I Warp + residual Relative pose Δp Fig. 1. Local view synthesis. Our method reuses a rendered RGB-D image through relative-pose-guided warping and RGB residual correction >
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SOURCE CACHE RESIDUAL DECODER RGB I1 Encoder Cache F1 [8C × H 4 × W 4] c Î2 = Iw + R INPUT GEOMETRIC TRANSPORT OUTPUT & SUPERVISION Depth D1 Reproject Target pose p intrinsics K Iw ΔW = Iw − I1 + Prediction Î2 Target I2 Loss Charbonnier Features Geometry Fused Residual Loss sub + add c concat ↑2×bilinear [C×H×W] tensor C, p Embedding [10C × H 4 × W 4] 1× [C×H×W] RGB residual R ¼ × [4C × H4 × W 4] Full-resolution I1,Iw, ∆W, CI1 ↑2× c ↑2× ½ × [2C × H2 × W2] [2C × H4 × W 4] Fig. 2. Framework overview. Depth and relative pose guide warping, while a multiscale decoder combines cached source features and geometric cues to predict an RGB residual > learns flow, masks, and inpainting for RGB-D synthesis [15]; NeuralPassthrough combines depth-based warping with twoview fusion [16]; Layered inpainting completes hidden content for single-image view synthesis [17, 18] Reusing a single rendered image therefore requires preserving transported detail while correcting regions where correspondence is unreliable or absent >
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GT AdaMPI32 CheapNVS Warp-only Network-only Ours Target Source Counter · 3.5° 25.31 / 0.841 18.09 / 0.518 Target Kitchen · 15° 20.19 / 0.578 Kitchen · 17.64 / 0.485 Prediction Error Prediction Error Fig. 3 Qualitative comparison on Counter (3.5◦) and Kitchen (15◦) Scores are PSNR/SSIM
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Table 1 Test quality and query cost Cache and peak memory are in MiB; 3DGS parameter counts refer to stored Gaussian scalars Best values are bold Query (ms) Ours AdaMPI32 CheapNVS 3DGS
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Table 2 Component ablation on GS-render, averaged over three scenes Best values are bold Variant PSNR ↑ SSIM ↑ LPIPS ↓ Params (K) Warp-only 26.166 0.8340 0.1898 Network-only 19.659 0.5833 0.4299 Residual-Full 26.887 0.8407 0.1888 Pure Network performs substantially worse, indicating the value of depth-guided transport in this system >
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Figure 4 Viewpoint sensitivity on Blender Ours has higher PSNR at smaller angles, but 3DGS overtakes it at 15◦ This crossover illustrates the limited viewpoint range of single-source reuse >
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Table 1 reports query latency of 0.95–0.98 ms for Ours, with a 14.4 MiB source cache and 95.8 MiB peak memory Source reuse shares feature extraction and geometry preparation across queries; target-dependent reprojection and residual prediction remain necessary for each new view >
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Figure 3 compares identical source–target pairs At 3.5◦, residual refinement reduces errors around object boundaries relative to Pure Warp At 15◦, it improves PSNR while visi-
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Table 2 evaluates geometry and residual refinement on the three GS-render scenes Full refinement improves Pure Warp by 0.
Improvements for AI systems
-
textbfbold relative-pose-guided framework for local view synthesis by reusing rendered RGB-D images: Improves interactive scene exploration by replacing repeated scene rendering with
relative-pose-guided RGB-D image reuse.
This allows for responsive scene exploration in augmented and virtual reality applications without the computational cost of recomputing every target view from scratch. -
textbfmultiscale residual network with source feature reuse: Enhances reconstruction quality by using a
multiscale decoder
to predictRGB residuals to correct artifacts and infer missing appearance.
This refinement is applied by adding the predicted residual,Ib2 = Iw + R,
ensuring that spatial detail is preserved while correcting errors from geometric transport. -
textbfcached source features: Reduces query latency and computational load: The system employs
Cached source features further reduce repeated computation,
meaning that once source features are extracted, each target view only requiresreprojection, residual decoding, and composition.
This supports low query latency of0.95–0.98 ms
in Table 1 for the proposed method. -
textbfgeometry and residual refinement separation: Improves robustness against geometric errors: The framework explicitly separates
geometric transport from residual appearance correction,
allowing the system to utilizedepth and relative pose to transport source content
while using the network to correct inaccuracies, as shown by howresidual refinement improves PSNR by 0.72 dB over pure warping.
Abstract
Interactive scene exploration requires frequent view updates, although small camera motions preserve much of the visible content. Conventional 3D Gaussian Splatting nevertheless renders each target view, leaving this image overlap unexploited. Reusing rendered images offers an alternative. Geometric warping alone cannot recover newly exposed content and remains sensitive to depth errors. We propose a per-scene framework that replaces repeated scene rendering for nearby views with relative-pose-guided RGB-D image reuse. Geometric warping uses depth and relative pose to transport source content, while a lightweight multiscale network predicts RGB residuals to correct artifacts and infer missing appearance. Cached source features further reduce repeated computation. On GS-render, residual refinement improves PSNR by 0.72~dB over pure warping; evaluations on captured and rendered scenes demonstrate low query latency. This separation of scene rendering from local view updates supports responsive scene exploration, with potential applications in augmented and virtual reality.
Sources
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