3D Gaussian Splatting (3DGS) achieves state-of-the-art rendering quality at real-time speeds but suffers from "model bloat" - a large number of redundant, low-opacity Gaussians that inflate memory usage and training costs. This inefficiency stems from the standard "densify-then-prune" paradigm, which expands the model aggressively before relying on pruning to achieve compactness. To mitigate this problem, we present an efficient training framework that builds an intrinsically compact representation, replacing the conventional densify-then-prune cycle. Our method leverages a synergistic design: an L2 reconstruction loss to provide error-proportional gradients that stabilize optimization, and a novel Polarized Opacity Prior (POP) to actively manage the Gaussian population. POP steers informative primitives toward full opacity and uninformative ones toward transparency, enabling natural pruning and accelerating rendering through Early Ray Termination. Experiments on three public datasets demonstrate that our approach consistently achieves accelerated 3DGS training with significantly fewer Gaussians while maintaining comparable visual reconstruction quality. These results show that the proposed framework provides a simple and effective path toward fast and inherently compact 3DGS training.
Figures & tables
Figure 1: Average PSNR versus training time on Tanks and Temples dataset [ 15 ] . Our method achieves the fastest training speed among state-of-the-art approaches while maintaining competitive reconstruction quality. The size of each marker indicates the number of Gaussians used in the corresponding model.
Figure 2: Opacity statistics on the Kitchen scene [ 1 ] . Approximately 19.9% of Gaussians have opacity >0.9 , while 33.7% remain at opacity <0.1 , indicating a large number of redundant primitives.
Figure 3: Artifact demonstration on the Kitchen scene when forcing oi→1 for all Gaussians: (a) Ground Truth, (b) Rendered image, (c) Error map ∣Render−GT∣ , (d) L1 loss gradient w.r.t. pixel color, (e) SSIM loss gradient w.r.t. pixel color, (f) L2 loss gradient w.r.t. pixel color.
Figure 4: Effectiveness of our proposed method on Mip-NeRF 360 [ 1 ] . (a) L2 gradients (green) adapt to the error magnitude, whereas L1 gradients (red) remain constant. (b) POP significantly reduces the average Gaussians per pixel, enabling Early Ray Termination compared to the 3DGS baseline.
Dataset
Mip-NeRF 360 [ 1 ]
Deep Blending [ 12 ]
Method
Num ↓
Time ↓
Ckpt ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
Ckpt ↓
PSNR ↑
SSIM ↑
LPIPS ↓
3DGS [ 14 ]
2,509k
1,304
595
27.250
0.811
0.226
2,484k
1,197
588
29.847
0.907
0.089
Gsplat [ 29 ]
3,168k
886
713
27.661
0.824
0.166
3,042k
789
685
29.573
0.904
0.169
PUP-3DGS [ 11 ]
312k
1,216
74
26.772
0.795
0.258
282k
1,205
67
29.471
0.903
0.103
Mini-Splatting [ 7 ]
495k
896
117
27.605
0.833
0.202
348k
834
82
29.987
0.908
0.253
Taming-3DGS [ 19 ]
346k
329
82
27.147
0.772
0.294
294k
282
69
29.886
0.905
0.270
Table 1: Quantitative evaluation on Mip-NeRF 360 and Deep Blending . Training time and checkpoint size (Ckpt) are reported in seconds and MB , respectively. Best, second-best, and third-best results are highlighted in red , orange , and yellow , respectively.
Dataset
Tanks & Temples
Method
Num ↓
Time (s) ↓
Ckpt (MB) ↓
PSNR ↑
SSIM ↑
LPIPS ↓
3DGS [ 14 ]
1,573k
683
372
23.808
0.853
0.091
Gsplat [ 29 ]
1,840k
543
414
23.508
0.845
0.127
PUP-3DGS [ 11 ]
183k
745
43
22.672
0.804
0.161
PUP-3DGS ∗ [ 11 ]
275k
766
65
23.049
0.818
0.222
Mini-Splatting [ 7 ]
201k
591
48
23.212
0.835
0.202
Table 2: Quantitative evaluation on Tanks & Temples . ∗ indicates that the method is evaluated under a reduced compression strength for fair comparison.
Figure 5: Qualitative comparison on various scenes. Our method (top) achieves higher reconstruction fidelity with fewer artifacts compared to 3DGS (middle). Red boxes highlight improved fine details (e.g., Truck, Bonsai) and smoother surface reconstruction (e.g., Train, Playroom).
Figure 6: Ablation on loss functions. (a) Impact of different supervisions on Gaussian count. (b) Trade-off between PSNR and Gaussian count for L1 with varying scaling factors (circles) and the L2 loss (star).
Modules
Mip-NeRF 360
Tanks & Temples
Deep Blending
L2
Blur
POP
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
✓
✗
✗
210k
271
26.57
0.725
0.339
221k
271
23.53
0.809
0.191
193k
259
28.51
0.870
0.252
✓
✓
✗
583k
343
27.22
0.771
0.255
557k
267
23.71
0.821
0.161
297k
275
28.56
0.873
0.243
✓
✗
✓
140k
264
26.28
0.715
0.354
157k
176
23.46
0.798
0.209
94k
254
28.43
0.867
0.272
✓
✓
✓
268k
279
27.01
0.760
0.277
269k
209
23.62
0.811
0.181
118k
257
28.63
0.869
0.266
Table 3: Ablation on our components . “Blur” denotes our Blur-based Densification module. Our full method is highlighted in gray . Bold numbers indicate the best performance for each metric.
Dataset
Mip-NeRF 360
Tanks & Temples
Deep Blending
Blur Iter.
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
3k–4k
175k
269
26.54
0.736
0.321
185k
186
23.45
0.804
0.196
100k
257
28.21
0.863
0.271
3k–7k
268k
279
27.01
0.760
0.277
269k
209
23.62
0.811
0.181
118k
257
28.63
0.869
0.266
3k–11k
394k
326
27.13
0.768
0.260
412k
238
23.55
0.814
0.172
188k
264
28.53
0.869
0.261
3k–15k
562k
358
27.17
0.773
0.250
647k
275
23.55
0.816
0.165
331k
284
28.26
0.867
0.262
Table 4: Impact of blur-based densification schedules. We highlight our balanced 3k–7k setting in gray . Bold numbers indicate the best performance for each metric.
Dataset
Mip-NeRF 360
Tanks & Temples
Deep Blending
Method
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Num ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Reset
548k
328
26.82
0.780
0.260
432k
247
22.91
0.795
0.201
234k
270
28.51
0.871
0.258
POP
268k
279
27.01
0.760
0.277
269k
209
23.62
0.811
0.181
118k
257
28.63
0.869
0.266
Table 5: Ablation study of our Polarized Opacity Prior (POP) against the standard Opacity Reset . POP allows for a more compact representation and efficient training while maintaining competitive visual quality across all datasets.
Figure 7: Average number of Gaussians during training on the Mip-NeRF 360 [ 1 ] dataset. Note that PUP-3DGS [ 11 ] performs post-training compression after 30,000 iterations.
School of Electronics and Information, Northwestern Polytechnical University · School of Telecommunication Engineering, Xidian University · Department of Computer Science, City University of Hong Kong