# FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization

arXiv: https://arxiv.org/abs/2403.06908 · HTML: https://mlsanity.com/paper/2403.06908/

## Key facts

- Cited by 105 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 39 references that are in the map.
- First posted on arXiv 11 Mar 2024.

## Builds on (most cited first, 30 of 32)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis](https://mlsanity.com/paper/2104.00677/) (2021)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis](https://mlsanity.com/paper/2103.11078/) (2021)
- [FreeNeRF: Improving Few-shot Neural Rendering with Free Frequency Regularization](https://mlsanity.com/paper/2303.07418/) (2023)
- [Neural Radiance Flow for 4D View Synthesis and Video Processing](https://mlsanity.com/paper/2012.09790/) (2020)
- [NoPe-NeRF: Optimising Neural Radiance Field with No Pose Prior](https://mlsanity.com/paper/2212.07388/) (2022)
- [Free View Synthesis](https://mlsanity.com/paper/2008.05511/) (2020)
- [Escaping Plato's Cave: 3D Shape From Adversarial Rendering](https://mlsanity.com/paper/1811.11606/) (2018)
- [GNeRF: GAN-based Neural Radiance Field without Posed Camera](https://mlsanity.com/paper/2103.15606/) (2021)
- [HF-NeuS: Improved Surface Reconstruction Using High-Frequency Details](https://mlsanity.com/paper/2206.07850/) (2022)
- [WaveNeRF: Wavelet-based Generalizable Neural Radiance Fields](https://mlsanity.com/paper/2308.04826/) (2023)
- [VMRF: View Matching Neural Radiance Fields](https://mlsanity.com/paper/2207.02621/) (2022)

## Built on by (most cited first, 30 of 105)

- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [Dynamic Gaussian Marbles for Novel View Synthesis of Casual Monocular Videos](https://mlsanity.com/paper/2406.18717/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods](https://mlsanity.com/paper/2407.09510/) (2024)
- [LP-3DGS: Learning to Prune 3D Gaussian Splatting](https://mlsanity.com/paper/2405.18784/) (2024)
- [CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes](https://mlsanity.com/paper/2411.00771/) (2024)
- [3D-HGS: 3D Half-Gaussian Splatting](https://mlsanity.com/paper/2406.02720/) (2024)
- [GenFusion: Closing the Loop between Reconstruction and Generation via Videos](https://mlsanity.com/paper/2503.21219/) (2025)
- [GSFixer: Improving 3D Gaussian Splatting with Reference-Guided Video Diffusion Priors](https://mlsanity.com/paper/2508.09667/) (2025)
- [LUDVIG: Learning-Free Uplifting of 2D Visual Features to Gaussian Splatting Scenes](https://mlsanity.com/paper/2410.14462/) (2024)
- [Sort-free Gaussian Splatting via Weighted Sum Rendering](https://mlsanity.com/paper/2410.18931/) (2024)
- [Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis](https://mlsanity.com/paper/2406.06216/) (2024)
- [FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering](https://mlsanity.com/paper/2408.12894/) (2024)
- [BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis](https://mlsanity.com/paper/2411.08508/) (2024)
- [UW-GS: Distractor-Aware 3D Gaussian Splatting for Enhanced Underwater Scene Reconstruction](https://mlsanity.com/paper/2410.01517/) (2024)
- [MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesis](https://mlsanity.com/paper/2410.02103/) (2024)
- [Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes](https://mlsanity.com/paper/2501.13045/) (2025)
- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [3D Student Splatting and Scooping](https://mlsanity.com/paper/2503.10148/) (2025)
- [NeuralGS: Bridging Neural Fields and 3D Gaussian Splatting for Compact 3D Representations](https://mlsanity.com/paper/2503.23162/) (2025)
- [HFGS: 4D Gaussian Splatting with Emphasis on Spatial and Temporal High-Frequency Components for Endoscopic Scene Reconstruction](https://mlsanity.com/paper/2405.17872/) (2024)
- [Balanced 3DGS: Gaussian-wise Parallelism Rendering with Fine-Grained Tiling](https://mlsanity.com/paper/2412.17378/) (2024)
- [Perceptual-GS: Scene-adaptive Perceptual Densification for Gaussian Splatting](https://mlsanity.com/paper/2506.12400/) (2025)
- [DisC-GS: Discontinuity-aware Gaussian Splatting](https://mlsanity.com/paper/2405.15196/) (2024)
- [MonoGSDF: Exploring Monocular Geometric Cues for Gaussian Splatting-Guided Implicit Surface Reconstruction](https://mlsanity.com/paper/2411.16898/) (2024)
- [SEGS-SLAM: Structure-enhanced 3D Gaussian Splatting SLAM with Appearance Embedding](https://mlsanity.com/paper/2501.05242/) (2025)
- [RobustSplat: Decoupling Densification and Dynamics for Transient-Free 3DGS](https://mlsanity.com/paper/2506.02751/) (2025)
- [SOGS: Second-Order Anchor for Advanced 3D Gaussian Splatting](https://mlsanity.com/paper/2503.07476/) (2025)
- [3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering](https://mlsanity.com/paper/2508.05343/) (2025)

## Abstract (arXiv)

3D Gaussian splatting has achieved very impressive performance in real-time novel view synthesis. However, it often suffers from over-reconstruction during Gaussian densification where high-variance image regions are covered by a few large Gaussians only, leading to blur and artifacts in the rendered images. We design a progressive frequency regularization (FreGS) technique to tackle the over-reconstruction issue within the frequency space. Specifically, FreGS performs coarse-to-fine Gaussian densification by exploiting low-to-high frequency components that can be easily extracted with low-pass and high-pass filters in the Fourier space. By minimizing the discrepancy between the frequency spectrum of the rendered image and the corresponding ground truth, it achieves high-quality Gaussian densification and alleviates the over-reconstruction of Gaussian splatting effectively. Experiments over multiple widely adopted benchmarks (e.g., Mip-NeRF360, Tanks-and-Temples and Deep Blending) show that FreGS achieves superior novel view synthesis and outperforms the state-of-the-art consistently.
