3DGS-MCMC has replaced the gradient-driven density control of 3D Gaussian Splatting with opacity-based sampling and relocation, and is now the de facto standard for prior-free densification under a fixed primitive budget. Because opacity stays high where the scene is already well reconstructed, this sampling sends most new primitives to the foreground and leaves the background under-reconstructed. At low budgets, prior-based methods such as ConeGS and EDGS outperform it, at the cost of a pre-trained radiance field or dense image matches and a separate initialization stage. We argue for a comeback of error-driven densification within the fixed-budget MCMC framework. Our confidence-aware densification keeps the fixed budget and gradual growth of 3DGS-MCMC, but places primitives by the image error instead of the opacity. New primitives are drawn mostly where screen-space gradients are large. We favor primitives with a low learned confidence, which marks regions the reconstruction still explains poorly, and relocate the primitives that contribute least to the rendered images to these places. Averaged over 24 scenes, our method outperforms 3DGS-MCMC in PSNR, SSIM and LPIPS at every budget from 100k to 2M primitives. At 100k, without a prior or an initialization stage, it recovers 0.84dB of the 1.05dB PSNR by which ConeGS leads 3DGS-MCMC, and from 500k on, it has the highest PSNR and SSIM of all fixed-budget methods we compare with, including ConeGS and EDGS. While inherently prior-free, our densification can also exploit priors: from the ConeGS or EDGS initialization, it matches ConeGS in PSNR and SSIM at 100k and is best in all three metrics at 500k.
Figures & tables
Figure 1: Biased sampling in 3DGS-MCMC. We render the positions of all source primitives drawn during densification on the Mip-NeRF 360 Garden scene as a point cloud, for our method (left) and 3DGS-MCMC (right). 3DGS-MCMC draws its sources in clusters around the central object and leaves large parts of the background with few sources, while ours cover the background evenly.
Figure 2: 3DGS-MCMC Foreground Bias : Number of primitives blended into each pixel for the Mip-NeRF 360 Garden scene (brighter means more) after training with budgets of 100k (top) and 500k (bottom). In 3DGS-MCMC, most primitives end up on the foreground objects; ours are spread more evenly over foreground and background. The labels give the mean PSNR of each model over the test views of this scene.
Figure 3: Convergence of Confidence : Rendered confidence maps [ 29 ] of Bonsai (top) and Counter (bottom) at iterations 500, 5k and 30k, next to the ground truth (GT); red marks confidences below 1 and blue above. At iteration 500, the maps are nearly white because all confidences start at 1. We therefore start by sampling by absolute gradients alone and blend in the confidence over the first 5000 iterations (Section 4.1 ).
Figure 4: Sampling Distributions : Top: ground truth and a rendering of our trained Bicycle model. Bottom: our confidence-weighted absolute gradients (Equation ( 5 )), the SSIM term and the opacity-proportional sampling of 3DGS-MCMC in image space (brighter is more likely). Opacity-proportional sampling misses the high-error regions in the red box, which both our distributions favor.
Figure 5: Relocation Schedule : Cumulative number of relocated primitives during training at each budget, for our relocation every 400 iterations (left) and for the opacity-threshold relocation of 3DGS-MCMC (right), measured for the Bonsai scene [ 2 ] . We relocate more primitives than 3DGS-MCMC at 100k and 500k , but fewer at 1M and 2M .
Figure 6: Quantitative Evaluation : Average PSNR, SSIM and LPIPS over the 24 scenes of four datasets [ 2 , 16 , 18 , 13 ] at four primitive budgets. Our method and its prior-free baseline 3DGS-MCMC [ 15 ] start from SfM initialization.
Δ Ours − 3DGS-MCMC
Metric
Region
100k
500k
1M
2M
PSNR ↑
Background
+0.69
+1.20
+1.03
+0.94
Foreground
+0.41
+0.23
+0.15
−0.03
SSIM ↑
Background
+0.050
+0.070
+0.061
+0.046
Foreground
+0.021
+0.019
+0.013
+0.007
LPIPS ↓
Background
−0.044
−0.083
−0.083
−0.072
Table 1: Foreground vs. background performance. Mean metric differences between our method and 3DGS-MCMC across outdoor Mip-NeRF 360 scenes (SfM initialization), split by image region. Background is defined as the farthest 25% of test pixels via COLMAP-aligned [ 31 , 32 ] Depth Anything V2 [ 38 ] . Positive PSNR and SSIM and negative LPIPS differences favor our method. Gains are largest in the distant background.
Mip-NeRF 360
Tanks & Temples
Deep Blending
DL3DV
Budget
Method
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
100k
Ours
26.32
0.748
0.336
23.47
0.815
0.251
29.55
0.899
0.283
26.74
0.842
0.244
ConeGS
26.38
0.750
0.326
23.36
0.811
0.240
29.81
0.896
0.286
27.11
0.850
0.233
EDGS
25.75
0.741
0.333
22.69
0.802
0.254
28.99
0.890
0.295
26.10
0.829
0.256
Taming 3DGS
25.57
0.715
0.367
22.73
0.785
0.286
28.94
0.884
0.310
26.18
0.814
0.278
3DGS-MCMC
25.75
0.726
0.354
22.24
0.782
0.282
28.86
0.887
0.308
25.72
0.811
0.279
Table 2: Per-Dataset Results : Means over the scenes of each dataset for the fixed-budget methods at budgets of 100k and 500k , with SfM initialization for our method. The values are the dataset averages of supplementary Tables S.1 and S.2. In each block, red, orange and yellow mark the best, second and third value of each column; equal values share a color.
Figure 7: Qualitative Comparison at 500k Primitives : Test views of seven scenes from Mip-NeRF 360 (Garden, Bicycle, Room, Counter), Tanks & Temples (Train), Deep Blending (Playroom) and DL3DV (Car). The columns show the ground truth, our method and 3DGS-MCMC [ 15 ] , both with SfM initialization, and the prior-based methods ConeGS [ 1 ] and EDGS [ 17 ] , all at a budget of 500k . The label under each image is the per-scene test PSNR of the method, averaged over all test views of the scene (supplementary Table S.2); it is not the PSNR of the view shown. Each inset magnifies the marked background region by 3× , illustrating how much background detail each method retains at this low budget.
Mip-NeRF 360 Outdoor
Mip-NeRF 360 Indoor
T&T & DB
DL3DV
Method
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
#G
Ours
25.04
0.754
0.189
31.92
0.933
0.165
27.33
0.888
0.179
29.13
0.906
0.155
3DGS-MCMC
24.94
0.744
0.220
31.61
0.931
0.177
26.41
0.882
0.213
28.90
0.901
0.168
1.94M
3DGS
24.71
0.730
0.236
30.78
0.923
0.188
26.69
0.880
0.203
27.85
0.884
0.187
Ours
25.07
0.754
0.189
31.81
0.932
0.168
27.25
0.887
0.182
28.84
0.898
0.168
3DGS-MCMC
24.93
0.743
0.221
31.45
0.929
0.181
26.63
0.881
0.214
28.54
0.894
0.180
1.55M
Table 3: Equal-Budget Comparison : In each block, we compare our method and 3DGS-MCMC with one variable-budget method at its per-scene primitive count: 3DGS, 3DGS + GOF, DashGaussian [ 14 , 41 , 3 ] and the simplification methods Mini-Splatting2 and GaussianSpa [ 7 , 43 ] . #G is the mean primitive budget of each block. Columns average the Mip-NeRF 360 outdoor and indoor scenes, the Tanks & Temples (T&T) and Deep Blending (DB) scenes, and the DL3DV scenes. Red shading marks the best value in each block.
100k
500k
Configuration
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Ours (full)
26.32
0.748
0.336
27.84
0.819
0.231
w/ MCMC noise
26.17
0.741
0.341
27.62
0.808
0.244
w/o color initialization
26.22
0.744
0.341
27.68
0.816
0.236
w/o position sampling
25.87
0.741
0.342
26.96
0.788
0.262
w/ MCMC sampling
26.14
0.744
0.338
27.74
0.814
0.239
Table 4: Ablation Study : Means over the 9 Mip-NeRF 360 scenes [ 2 ] at budgets of 100k and 500k . In each row of the middle blocks, we remove, replace or add one component of our method, whose default is βconf=0.075 . In w/o position sampling , we remove all positional randomness. The bottom block shows 3DGS-MCMC with and without its continuous position noise, and with either our relocation ( w/ our relocation ) or our sampling distribution ( w/ our sampling ) in place of its opacity rule. Our full configuration is on par or best in every column. Shading runs from red for the best to yellow for the worst value in each column.
Distribution
w/ conf.
w/ 20% SSIM
PSNR
SSIM
LPIPS
Abs. gradients
✓
✓
27.84
0.819
0.231
✓
-
27.70
0.818
0.231
-
✓
27.74
0.816
0.230
-
-
27.61
0.816
0.230
SSIM
✓
-
27.72
0.818
0.231
-
-
27.70
0.812
0.241
Table 5: Sampling Ablation Study : Distributions for drawing source primitives on the 9 Mip-NeRF 360 scenes [ 2 ] at a budget of 500k . Each block starts from absolute gradients, the SSIM term or the confidence alone. With the first check mark, we weight this distribution by the confidence factor, and with the second, we draw 20% of the source primitives from the SSIM term. The first row is our full distribution. Shading as in Table 4 .
Method
Mem. [GB]
Init. [min]
Train [min]
fixed-budget (@500k)
EDGS
7.3
1.8
7.2
ConeGS
4.9
2.2
11.8
Ours
4.6
–
2.8
variable-budget
Mini-Splatting2 †
8.2
–
1.9
Table 6: Memory and Runtime during optimization, as means over the 9 Mip-NeRF 360 scenes on a single NVIDIA RTX 5090. Peak memory (Mem.) includes initialization (Init.), i.e. the dense matching of EDGS and the iNGP pre-training of ConeGS. Train is the optimization time w/o initialization. Bold marks the best value in each block.
Figure 8: Effect of the SSIM Term : Our method on Garden and Bicycle with and without drawing 20% of the source primitives from the SSIM term (Section 4.1 ). Including the SSIM term leads to more detailed background reconstruction.
100k
500k
Method
Init.
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Ours
SfM
26.54
0.809
0.282
28.05
0.863
0.202
Ours
EDGS
26.72
0.813
0.277
28.20
0.867
0.195
EDGS
EDGS
25.93
0.799
0.288
27.51
0.855
0.202
Ours
iNGP
26.79
0.813
0.278
28.22
0.866
0.197
ConeGS
iNGP
26.75
0.813
0.273
27.87
0.859
0.199
Table 7: Matched Initialization : Our method started from the dense initialization of EDGS [ 17 ] or ConeGS [ 1 ] , compared to the respective prior-based method and to our method with SfM initialization; means over all 24 scenes. Bold marks the better value of each pair of rows with shared initialization.
Figure 9: Growth Beyond the Budget : PSNR, SSIM and LPIPS of our method when it may grow to λgrow times the budget during training, as means over the 13 Mip-NeRF 360, Tanks & Temples and Deep Blending scenes of Table 3 . In each row, the budget is the per-scene primitive count of the simplification method shown dashed, Mini-Splatting2 (top) or GaussianSpa (bottom), so λgrow=1 repeats the corresponding block of Table 3 . At λgrow of 1.5 or 2, our LPIPS is on par with both methods.
Ours
ConeGS
EDGS
Taming 3DGS
3DGS-MCMC
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
23.82
0.636
0.396
24.08
0.655
0.378
23.71
0.636
0.392
23.30
0.588
0.436
23.34
0.603
0.421
Flowers
20.48
0.503
0.471
20.59
0.509
0.465
20.12
0.496
0.467
19.98
0.462
0.507
20.15
0.474
0.491
Garden
24.89
0.703
0.357
24.68
0.709
0.336
24.45
0.705
0.341
24.20
0.665
0.383
24.37
0.682
0.366
Stump
25.68
0.706
0.354
25.79
0.709
0.349
25.13
0.673
0.377
24.19
0.626
0.423
24.78
0.657
0.394
Treehill
22.60
0.577
0.474
22.79
0.569
0.476
22.16
0.591
0.449
22.28
0.560
0.494
22.28
0.563
0.486
Table S.1 : Per-scene results at a budget of 100k primitives, SfM initialization.
Ours
ConeGS
EDGS
Taming 3DGS
3DGS-MCMC
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
25.19
0.753
0.261
25.26
0.758
0.242
24.97
0.752
0.251
24.53
0.685
0.339
24.74
0.715
0.307
Flowers
21.91
0.610
0.360
21.46
0.604
0.347
21.08
0.598
0.351
21.14
0.560
0.406
21.41
0.570
0.393
Garden
27.13
0.842
0.171
26.86
0.837
0.157
26.45
0.831
0.164
26.54
0.812
0.206
26.39
0.816
0.195
Stump
27.15
0.797
0.220
26.96
0.794
0.214
26.52
0.769
0.238
26.07
0.731
0.299
26.53
0.754
0.273
Treehill
23.09
0.644
0.360
22.79
0.608
0.372
22.57
0.653
0.319
22.98
0.615
0.406
22.80
0.622
0.394
Table S.2 : Per-scene results at a budget of 500k primitives, SfM initialization.
Ours
ConeGS
EDGS
Taming 3DGS
3DGS-MCMC
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
25.44
0.778
0.214
25.45
0.779
0.196
25.27
0.778
0.201
24.96
0.722
0.291
25.10
0.749
0.259
Flowers
22.07
0.633
0.313
21.52
0.624
0.303
21.32
0.624
0.306
21.47
0.586
0.373
21.75
0.597
0.358
Garden
27.68
0.867
0.120
27.45
0.861
0.115
27.08
0.856
0.121
27.19
0.843
0.153
26.86
0.846
0.147
Stump
27.30
0.808
0.189
27.23
0.802
0.185
26.79
0.784
0.204
26.36
0.753
0.262
26.78
0.776
0.235
Treehill
22.96
0.654
0.317
22.47
0.604
0.334
22.61
0.659
0.282
22.94
0.629
0.372
22.88
0.639
0.352
Table S.3 : Per-scene results at a budget of 1M primitives, SfM initialization.
Ours
ConeGS
EDGS
Taming 3DGS
3DGS-MCMC
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
25.61
0.791
0.181
25.49
0.783
0.174
25.41
0.791
0.170
25.21
0.750
0.246
25.27
0.768
0.224
Flowers
21.92
0.642
0.274
21.41
0.628
0.276
21.48
0.639
0.272
21.65
0.602
0.349
21.91
0.614
0.328
Garden
27.98
0.879
0.096
27.64
0.870
0.098
27.42
0.869
0.100
27.56
0.860
0.122
27.44
0.864
0.118
Stump
27.24
0.808
0.174
27.01
0.795
0.178
26.91
0.790
0.185
26.55
0.766
0.231
26.99
0.789
0.208
Treehill
22.78
0.653
0.283
22.21
0.592
0.302
22.52
0.656
0.254
23.09
0.639
0.339
22.81
0.647
0.316
Table S.4 : Per-scene results at a budget of 2M primitives, SfM initialization.
Ours
3DGS-MCMC
Ours + 3DGS-MCMC noise
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
100k
Bicycle
23.14
0.587
0.423
21.28
0.458
0.537
20.87
0.422
0.592
Flowers
19.93
0.468
0.490
18.18
0.363
0.568
19.67
0.434
0.519
Garden
24.43
0.687
0.351
23.29
0.601
0.415
23.52
0.629
0.388
Stump
23.19
0.580
0.438
19.91
0.388
0.578
19.44
0.371
0.643
Treehill
21.80
0.538
0.501
20.49
0.452
0.575
21.89
0.512
0.532
Table S.5 : Per-scene results on Mip-NeRF 360 with random initialization, at a budget of 100k primitives (top) and at the primitive counts of the original 3DGS. In each row, red, orange and yellow mark the best, second and third method; equal values share a color.
Ours (EDGS init.)
EDGS
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
23.85
0.637
0.397
23.71
0.636
0.392
Flowers
20.61
0.508
0.471
20.12
0.496
0.467
Garden
24.81
0.712
0.344
24.45
0.705
0.341
Stump
25.78
0.709
0.353
25.13
0.673
0.377
Treehill
22.69
0.583
0.468
22.16
0.591
0.449
Table S.6 : Per-scene results at a budget of 100k primitives; our method initialized from the EDGS point cloud.
Ours (EDGS init.)
EDGS
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
25.16
0.759
0.256
24.97
0.752
0.251
Flowers
21.82
0.613
0.353
21.08
0.598
0.351
Garden
27.18
0.847
0.162
26.45
0.831
0.164
Stump
27.41
0.806
0.214
26.52
0.769
0.238
Treehill
23.04
0.648
0.346
22.57
0.653
0.319
Table S.7 : Per-scene results at a budget of 500k primitives; our method initialized from the EDGS point cloud.
Ours (iNGP init.)
ConeGS
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
23.97
0.637
0.399
24.08
0.655
0.378
Flowers
20.68
0.511
0.471
20.59
0.509
0.465
Garden
24.85
0.711
0.346
24.68
0.709
0.336
Stump
25.87
0.712
0.351
25.79
0.709
0.349
Treehill
22.76
0.572
0.479
22.79
0.569
0.476
Table S.8 : Per-scene results at a budget of 100k primitives; our method initialized from the ConeGS (iNGP) point cloud. Both methods train for 30k iterations.
Ours (iNGP init.)
ConeGS
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Mip-NeRF360
Bicycle
25.30
0.760
0.260
25.26
0.758
0.242
Flowers
21.97
0.622
0.349
21.46
0.604
0.347
Garden
27.13
0.843
0.163
26.86
0.837
0.157
Stump
27.43
0.808
0.212
26.96
0.794
0.214
Treehill
23.22
0.639
0.367
22.79
0.608
0.372
Table S.9 : Per-scene results at a budget of 500k primitives; our method initialized from the ConeGS (iNGP) point cloud. Both methods train for 30k iterations.
100k
500k
1M
2M
Share
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
5%
26.24
0.747
0.333
27.72
0.814
0.231
27.99
0.826
0.203
28.09
0.831
0.186
7.5%
26.28
0.748
0.334
27.78
0.817
0.230
28.04
0.829
0.201
28.14
0.834
0.183
10% (ours)
26.32
0.748
0.336
27.84
0.819
0.231
28.10
0.831
0.202
28.21
0.835
0.183
12.5%
26.31
0.748
0.337
27.85
0.820
0.231
28.13
0.832
0.202
28.24
0.838
0.182
15%
26.30
0.746
0.339
27.86
0.820
0.233
28.15
0.833
0.202
28.27
0.839
0.182
Table S.10: Relocation Share : Our method with different shares of primitives relocated per relocation step before the share falls off from iteration 10k (Section 4.2 ; 10% in all other experiments), as means over the 9 Mip-NeRF 360 scenes [ 2 ] . Bold marks the best value in each column.
Δ Ours − 3DGS-MCMC
Metric
Region
100k
500k
1M
2M
PSNR ↑
Background
+1.34
+1.38
+1.20
+1.04
Foreground
+0.45
+0.36
+0.25
+0.18
SSIM ↑
Background
+0.015
+0.012
+0.009
+0.007
Foreground
+0.010
+0.006
+0.004
+0.002
LPIPS ↓
Background
−0.024
−0.025
−0.022
−0.018
Table S.11 : Background vs. Foreground, Indoor : the same comparison as Table 1 on the indoor Mip-NeRF 360 scenes. The background of each scene is defined as the farthest 25% of all its test pixels by Depth Anything V2 [ 38 ] depth of the ground-truth test images, aligned per image to the observed COLMAP [ 31 , 32 ] points. We also exclude a ±5% quantile band around the cut and eroding both regions by 3 pixels. We report the differences of the means over room, counter, kitchen and bonsai.
Figure S.1 : Comparison with variable-budget methods. For each scene, the top row shows the baseline and the bottom row ours trained with the primitive budget of that baseline.
100k
500k
1M
2M
Dataset
Method
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
MipNeRF 360
Ours
26.32
0.747
0.336
27.84
0.819
0.231
28.10
0.831
0.202
28.21
0.835
0.183
Revising
24.24
0.691
0.379
26.57
0.768
0.273
26.93
0.788
0.238
27.13
0.800
0.213
Tanks&Temples
Ours
23.47
0.815
0.251
24.30
0.860
0.164
24.62
0.868
0.142
24.59
0.871
0.129
Revising
20.84
0.760
0.298
23.06
0.832
0.193
23.47
0.844
0.168
23.78
0.852
0.153
Deep Blending
Ours
29.55
0.899
0.283
30.06
0.912
0.241
30.03
0.911
0.230
30.16
0.911
0.223
Table S.12: Comparison with Revising Densification : Our method against Revising Densification at Gaussian budgets of 100k, 500k, 1M and 2M, as means over the 9 Mip-NeRF 360 scenes, the 2 Tanks&Temples scenes (Train, Truck) and the 2 Deep Blending scenes (Playroom, DrJohnson). Bold marks the best value in each column pair.
3D Gaussian Splatting grows a dense scene from a sparse initialization through adaptive density control (ADC), driven by per-Gaussian statistics gathered during rendering. These statistics pass a frustum-based visibility filter blind to occlusion: fully occluded Gaussians still count as observed, diluting the averaged gradient signal and suppressing densification precisely where geometry is occluded. We correct this with an occlusion-aware filter that restricts densification statistics to views in which a Gaussian actually contributes, and replace the criterion's raw view-count normalizer with an average-contribution one. Integrated into a StopThePop-based framework, the two together improve every image-quality metric over the occlusion-blind baseline on occlusion-heavy scenes (up to 6% lower LPIPS), at less than half the Gaussians a view-count normalizer requires. Under the longer schedules these large scenes require, the count stays bounded where most criteria diverge, and on smaller benchmarks our method stays competitive at a fraction of the competitors' count.
Marcel Rogge, René Schuster, Didier Stricker
University Kaiserslautern-Landau – RPTU · German Research Center for Artificial Intelligence – DFKI
3D Gaussian Splatting (3DGS) has emerged as a leading technology for high-quality 3D scene reconstruction. However, the iterative refinement and densification process leads to the generation of a large number of primitives, each contributing to the reconstruction to a substantially different extent. Estimating primitive importance is thus crucial, both for removing redundancy during reconstruction and for enabling efficient compression and transmission. Existing methods typically rely on rendering-based analyses, where each primitive is evaluated through its contribution across multiple camera viewpoints. However, such methods are sensitive to the number and selection of views, rely on specialized differentiable rasterizers, and have long calculation times that grow linearly with view count, making them difficult to integrate as plug-and-play modules and limiting scalability and generalization. To address these issues, we propose RAP, a fast feedforward rendering-free attribute-guided method for efficient importance score prediction in 3DGS. RAP infers primitive significance directly from intrinsic Gaussian attributes and local neighborhood statistics, avoiding rendering-based or visibility-dependent computations. A compact MLP predicts per-primitive importance scores using rendering loss, pruning-aware loss, and significance distribution regularization. After training on a small set of scenes, RAP generalizes effectively to unseen data and can be seamlessly integrated into reconstruction, compression, and transmission pipelines. Our code is publicly available at https://github.com/yyyykf/RAP.
Kaifa Yang, Qi Yang, Yiling Xu +1
Shanghai Jiao Tong University · University of Missouri–Kansas City
Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving a 3,000× reduction in pruning-related computational complexity, translating to a practical ∼20× speedup in device latency compared to state-of-the-art pruning methods.
Zhang Chen, Shuai Wan, Mengting Yu +2
School of Electronics and Information, Northwestern Polytechnical University · School of Telecommunication Engineering, Xidian University · Department of Computer Science, City University of Hong Kong