Abstract:3D Language Gaussian Splatting embeds open-vocabulary language features into 3D Gaussian Splatting, providing an efficient explicit representation for text-driven 3D scene understanding. However, existing methods are limited to indoor or small-scale scenes, and tend to fail in Unmanned Aerial Vehicle (UAV) outdoor scenes, where severe occlusions and long distance viewpoints often lead to incorrect semantic activations and missing target responses. In this paper, we present OutLangSplat which adapts language Gaussian representations to UAV outdoor scenes by improving feature representation and aggregation reliability. For the feature representation, a 2D-3D dual-branch representation with region-based alignment and fusion is designed to improve spatial consistency, reducing incomplete target responses and background misactivations. For the feature aggregation, we introduce a training-free contribution and consistency-aware Gaussian feature aggregation strategy that leverages pixel contribution reliability and cross-view semantic consistency to suppress unreliable responses from noisy viewpoints. A new dataset is provided by manually annotating various objects on four real-world public UAV outdoor scene datasets. To the best of our knowledge, it is the first accessible dataset of open-vocabulary 3D scene understanding for UAV outdoor scenes. Quantitative evaluations and ablation studies demonstrate that OutLangSplat outperforms SOTA methods on both open-vocabulary semantic segmentation and instance localization tasks. The datasets and codes will be open-sourced.
Abstract:Object-level segmentation in dynamic 4D Gaussian scenes remains challenging due to complex motion, occlusions, and ambiguous boundaries. In this paper, we present an efficient learning-free 4D Gaussian segmentation framework that lifts video segmentation masks to 4D spaces, whose core is a two-stage iterative boundary refinement, TIBR4D. The first stage is an Iterative Gaussian Instance Tracing (IGIT) at the temporal segment level. It progressively refines Gaussian-to-instance probabilities through iterative tracing, and extracts corresponding Gaussian point clouds that better handle occlusions and preserve completeness of object structures compared to existing one-shot threshold-based methods. The second stage is a frame-wise Gaussian Rendering Range Control (RCC) via suppressing highly uncertain Gaussians near object boundaries while retaining their core contributions for more accurate boundaries. Furthermore, a temporal segmentation merging strategy is proposed for IGIT to balance identity consistency and dynamic awareness. Longer segments enforce stronger multi-frame constraints for stable identities, while shorter segments allow identity changes to be captured promptly. Experiments on HyperNeRF and Neu3D demonstrate that our method produces accurate object Gaussian point clouds with clearer boundaries and higher efficiency compared to SOTA methods.