Adaptive Gaussian Densification

Momentum

3 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 38

Apr 23, 2026cs.CV

You Only Gaussian Once: Controllable 3D Gaussian Splatting for Ultra-Densely Sampled Scenes

3D Gaussian Splatting (3DGS) has revolutionized neural rendering, yet existing methods remain predominantly research prototypes ill-suited for production-level deployment. We identify a critical "Industry-Academia Gap" hindering real-world application: unpredictable resource consumption from heuristic Gaussian growth, the "sparsity shield" of current benchmarks that rewards hallucination over physical fidelity, and severe multi-sensor data pollution. To bridge this gap, we propose YOGO (You Only Gaussian Once), a system-level framework that reformulates the stochastic growth process into a deterministic, budget-aware equilibrium. YOGO integrates a novel budget controller for hardware-constrained resource allocation and an availability-registration protocol for robust multi-sensor fusion. To push the boundaries of reconstruction fidelity, we introduce Immersion v1.0, the first ultra-dense indoor dataset specifically designed to break the "sparsity shield." By providing saturated viewpoint coverage, Immersion v1.0 forces algorithms to focus on extreme physical fidelity rather than viewpoint interpolation, and enables the community to focus on the upper limits of high-fidelity reconstruction. Extensive experiments demonstrate that YOGO achieves state-of-the-art visual quality while maintaining a strictly deterministic profile, establishing a new standard for production-grade 3DGS. To facilitate reproducibility, part scenes of Immersion v1.0 dataset and source code of YOGO has been publicly released. The project link is https://jjrcn.github.io/yogo-project-home/.
Apr 21, 2026cs.CV

Gaussians on a Diet: High-Quality Memory-Bounded 3D Gaussian Splatting Training

3D Gaussian Splatting (3DGS) has revolutionized novel view synthesis with high-quality rendering through continuous aggregations of millions of 3D Gaussian primitives. However, it suffers from a substantial memory footprint, particularly during training due to uncontrolled densification, posing a critical bottleneck for deployment on memory-constrained edge devices. While existing methods prune redundant Gaussians post-training, they fail to address the peak memory spikes caused by the abrupt growth of Gaussians early in the training process. To solve the training memory consumption problem, we propose a systematic memory-bounded training framework that dynamically optimizes Gaussians through iterative growth and pruning. In other words, the proposed framework alternates between incremental pruning of low-impact Gaussians and strategic growing of new primitives with an adaptive Gaussian compensation, maintaining a near-constant low memory usage while progressively refining rendering fidelity. We comprehensively evaluate the proposed training framework on various real-world datasets under strict memory constraints, showing significant improvements over existing state-of-the-art methods. Particularly, our proposed method practically enables memory-efficient 3DGS training on NVIDIA Jetson AGX Xavier, achieving similar visual quality with up to 80% lower peak training memory consumption than the original 3DGS.
Apr 17, 2026cs.CV

Incoherent Deformation, Not Capacity: Diagnosing and Mitigating Overfitting in Dynamic Gaussian Splatting

Dynamic 3D Gaussian Splatting methods achieve strong training-view PSNR on monocular video but generalize poorly: on the D-NeRF benchmark we measure an average train-test PSNR gap of 6.18 dB, rising to 11 dB on individual scenes. We report two findings that together account for most of that gap. Finding 1 (the role of splitting). A systematic ablation of the Adaptive Density Control pipeline (split, clone, prune, frequency, threshold, schedule) shows that splitting is responsible for over 80% of the gap: disabling split collapses the cloud from 44K to 3K Gaussians and the gap from 6.18 dB to 1.15 dB. Across all threshold-varying ablations, gap is log-linear in count (r = 0.995, bootstrap 95% CI [0.99, 1.00]), which suggests a capacity-based explanation. Finding 2 (the role of deformation coherence). We show that the capacity explanation is incomplete. A local-smoothness penalty on the per-Gaussian deformation field -- Elastic Energy Regularization (EER) -- reduces the gap by 40.8% while growing the cloud by 85%. Measuring per-Gaussian strain directly on trained checkpoints, EER reduces mean strain by 99.72% (median 99.80%) across all 8 scenes; on 8/8 scenes the median Gaussian under EER is less strained than the 1st-percentile (best-behaved) Gaussian under baseline. Alongside EER, we evaluate two further regularizers: GAD, a loss-rate-aware densification threshold, and PTDrop, a jitter-weighted Gaussian dropout. GAD+EER reduces the gap by 48%; adding PTDrop and a soft growth cap reaches 57%. We confirm that coherence generalizes to (a) a different deformation architecture (Deformable-3DGS, +40.6% gap reduction at re-tuned lambda), and (b) real monocular video (4 HyperNeRF scenes, reducing the mean PSNR gap by 14.9% at the same lambda as D-NeRF, with near-zero quality cost). The overfitting in dynamic 3DGS is driven by incoherent deformation, not parameter count.
Apr 17, 2026cs.CV

Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction

Recent years have witnessed the rapid emergence of 3D Gaussian splatting (3DGS) as a powerful approach for 3D reconstruction and novel view synthesis. Its explicit representation with Gaussian primitives enables fast training, real-time rendering, and convenient post-processing such as editing and surface reconstruction. However, 3DGS suffers from a critical drawback: the number of primitives grows drastically for scenes with high-frequency appearance details, since each primitive can represent only a single color, requiring multiple primitives for every sharp color transition. To overcome this limitation, we propose neural Gabor splatting, which augments each Gaussian primitive with a lightweight multi-layer perceptron that models a wide range of color variations within a single primitive. To further control primitive numbers, we introduce a frequency-aware densification strategy that selects mismatch primitives for pruning and cloning based on frequency energy. Our method achieves accurate reconstruction of challenging high-frequency surfaces. We demonstrate its effectiveness through extensive experiments on both standard benchmarks, such as Mip-NeRF360 and High-Frequency datasets (e.g., checkered patterns), supported by comprehensive ablation studies.
Mar 22, 2026cs.CV

F4Splat: Feed-Forward Predictive Densification for Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting methods enable single-pass reconstruction and real-time rendering. However, they typically adopt rigid pixel-to-Gaussian or voxel-to-Gaussian pipelines that uniformly allocate Gaussians, leading to redundant Gaussians across views. Moreover, they lack an effective mechanism to control the total number of Gaussians while maintaining reconstruction fidelity. To address these limitations, we present F4Splat, which performs Feed-Forward predictive densification for Feed-Forward 3D Gaussian Splatting, introducing a densification-score-guided allocation strategy that adaptively distributes Gaussians according to spatial complexity and multi-view overlap. Our model predicts per-region densification scores to estimate the required Gaussian density and allows explicit control over the final Gaussian budget without retraining. This spatially adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, producing compact yet high-quality 3D representations. Extensive experiments demonstrate that our model achieves superior novel-view synthesis performance compared to prior uncalibrated feed-forward methods, while using significantly fewer Gaussians.
Sep 29, 2025cs.CV

Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as an efficient approach for achieving photorealistic rendering. Recent MLP-based variants further improve visual fidelity but introduce substantial decoding overhead during rendering. To alleviate computation cost, several pruning strategies and level-of-detail (LOD) techniques have been introduced, aiming to effectively reduce the number of Gaussian primitives in large-scale scenes. However, our analysis reveals that significant redundancy still remains due to the lack of occlusion awareness. In this work, we propose Proxy-GS, a novel pipeline that exploits a proxy to introduce Gaussian occlusion awareness from any view. At the core of our approach is a fast proxy system capable of producing precise occlusion depth maps at a resolution of 1000x1000 under 1ms. This proxy serves two roles: first, it guides the culling of anchors and Gaussians to accelerate rendering speed. Second, it guides the densification towards surfaces during training, avoiding inconsistencies in occluded regions, and improving the rendering quality. In heavily occluded scenarios, such as the MatrixCity Streets dataset, Proxy-GS not only equips MLP-based Gaussian splatting with stronger rendering capability but also achieves faster rendering speed. Specifically, it achieves more than 2.5x speedup over Octree-GS, and consistently delivers substantially higher rendering quality. Code will be public upon acceptance.
Sep 16, 2025cs.CV

Effective Gaussian Management for High-fidelity Scene Reconstruction

This paper proposes an effective Gaussian management framework for high-fidelity scene reconstruction of both appearance and geometry. Unlike recent Gaussian Splatting (GS) pipelines that treat all primitives uniformly during optimization, our framework explicitly manages the attribute activation, representation and pruning of Gaussian. Specifically, our framework first introduces GauSep, a novel densification strategy that selectively activates Gaussian color or normal attributes to alleviate destructive gradient conflicts arising from dual supervision. We further propose GauRep, an adaptive Gaussian representation that dynamically adjusts spherical harmonics (SHs) orders and performs task-decoupled pruning to reduce redundancy at both the individual and global levels. To provide reliable geometric supervision for above mangement process, we additionally introduce CoRe, an regularized surface reconstruction module that distills robust normal fields from an SDF branch to the Gaussian representation through a confidence mechanism. Notably, the proposed Gaussian management is compatible with various reconstruction architectures and can be seamlessly integrated to improve performance while reducing size of the model. Extensive experiments demonstrate that our approach achieves superior or comparable performance in appearance and geometry reconstruction compared with state-of-the-art methods, while using significantly fewer parameters.
Oct 2, 2024cs.CV

MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesis

Recent works in volume rendering, \textit{e.g.} NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.