# SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing

arXiv: https://arxiv.org/abs/2403.19615 · HTML: https://mlsanity.com/paper/2403.19615/

## Key facts

- Cited by 41 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 26 references that are in the map.
- First posted on arXiv 28 Mar 2024.

## Builds on (most cited first, 22 of 22)

- [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)
- [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)
- [The Replica Dataset: A Digital Replica of Indoor Spaces](https://mlsanity.com/paper/1906.05797/) (2019)
- [Local Light Field Fusion: Practical View Synthesis with Prescriptive Sampling Guidelines](https://mlsanity.com/paper/1905.00889/) (2019)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer](https://mlsanity.com/paper/1908.01210/) (2019)
- [MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous Driving](https://mlsanity.com/paper/2307.15058/) (2023)
- [Tri-MipRF: Tri-Mip Representation for Efficient Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2307.11335/) (2023)
- [Editable Scene Simulation for Autonomous Driving via Collaborative LLM-Agents](https://mlsanity.com/paper/2402.05746/) (2024)
- [SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis](https://mlsanity.com/paper/2311.17590/) (2023)
- [PAD: A Dataset and Benchmark for Pose-agnostic Anomaly Detection](https://mlsanity.com/paper/2310.07716/) (2023)
- [LATITUDE: Robotic Global Localization with Truncated Dynamic Low-pass Filter in City-scale NeRF](https://mlsanity.com/paper/2209.08498/) (2022)
- [SlimmeRF: Slimmable Radiance Fields](https://mlsanity.com/paper/2312.10034/) (2023)

## Built on by (most cited first, 30 of 41)

- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [3D-HGS: 3D Half-Gaussian Splatting](https://mlsanity.com/paper/2406.02720/) (2024)
- [MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing](https://mlsanity.com/paper/2404.19026/) (2024)
- [Spectrally Pruned Gaussian Fields with Neural Compensation](https://mlsanity.com/paper/2405.00676/) (2024)
- [Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering for HDR View Synthesis](https://mlsanity.com/paper/2406.06216/) (2024)
- [PUGS: Zero-shot Physical Understanding with Gaussian Splatting](https://mlsanity.com/paper/2502.12231/) (2025)
- [Drone-assisted Road Gaussian Splatting with Cross-view Uncertainty](https://mlsanity.com/paper/2408.15242/) (2024)
- [GaussianArt: Unified Modeling of Geometry and Motion for Articulated Objects](https://mlsanity.com/paper/2508.14891/) (2025)
- [MVG-Splatting: Multi-View Guided Gaussian Splatting with Adaptive Quantile-Based Geometric Consistency Densification](https://mlsanity.com/paper/2407.11840/) (2024)
- [HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering](https://mlsanity.com/paper/2412.01823/) (2024)
- [Challenger: Affordable Adversarial Driving Video Generation](https://mlsanity.com/paper/2505.15880/) (2025)
- [4D Gaussian Splatting: Modeling Dynamic Scenes with Native 4D Primitives](https://mlsanity.com/paper/2412.20720/) (2024)
- [PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model](https://mlsanity.com/paper/2503.19913/) (2025)
- [Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian Splatting](https://mlsanity.com/paper/2506.05280/) (2025)
- [NeRF Is a Valuable Assistant for 3D Gaussian Splatting](https://mlsanity.com/paper/2507.23374/) (2025)
- [MonoGSDF: Exploring Monocular Geometric Cues for Gaussian Splatting-Guided Implicit Surface Reconstruction](https://mlsanity.com/paper/2411.16898/) (2024)
- [ZeroGS: Training 3D Gaussian Splatting from Unposed Images](https://mlsanity.com/paper/2411.15779/) (2024)
- [RealEngine: Simulating Autonomous Driving in Realistic Context](https://mlsanity.com/paper/2505.16902/) (2025)
- [Mipmap-GS: Let Gaussians Deform with Scale-specific Mipmap for Anti-aliasing Rendering](https://mlsanity.com/paper/2408.06286/) (2024)
- [GaussHDR: High Dynamic Range Gaussian Splatting via Learning Unified 3D and 2D Local Tone Mapping](https://mlsanity.com/paper/2503.10143/) (2025)
- [HGSLoc: 3DGS-based Heuristic Camera Pose Refinement](https://mlsanity.com/paper/2409.10925/) (2024)
- [RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image](https://mlsanity.com/paper/2410.08181/) (2024)
- [Topology-Aware 3D Gaussian Splatting: Leveraging Persistent Homology for Optimized Structural Integrity](https://mlsanity.com/paper/2412.16619/) (2024)
- [SurfaceSplat: Connecting Surface Reconstruction and Gaussian Splatting](https://mlsanity.com/paper/2507.15602/) (2025)
- [VA-GS: Enhancing the Geometric Representation of Gaussian Splatting via View Alignment](https://mlsanity.com/paper/2510.11473/) (2025)
- [2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Features](https://mlsanity.com/paper/2408.16982/) (2024)
- [Arbitrary-Scale 3D Gaussian Super-Resolution](https://mlsanity.com/paper/2508.16467/) (2025)
- [Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting](https://mlsanity.com/paper/2505.23280/) (2025)
- [LOD-GS: Level-of-Detail-Sensitive 3D Gaussian Splatting for Detail Conserved Anti-Aliasing](https://mlsanity.com/paper/2507.00554/) (2025)
- [GaussianLens: Localized High-Resolution Reconstruction via On-Demand Gaussian Densification](https://mlsanity.com/paper/2509.25603/) (2025)

## Abstract (arXiv)

In this paper, we present a Scale-adaptive method for Anti-aliasing Gaussian Splatting (SA-GS). While the state-of-the-art method Mip-Splatting needs modifying the training procedure of Gaussian splatting, our method functions at test-time and is training-free. Specifically, SA-GS can be applied to any pretrained Gaussian splatting field as a plugin to significantly improve the field's anti-alising performance. The core technique is to apply 2D scale-adaptive filters to each Gaussian during test time. As pointed out by Mip-Splatting, observing Gaussians at different frequencies leads to mismatches between the Gaussian scales during training and testing. Mip-Splatting resolves this issue using 3D smoothing and 2D Mip filters, which are unfortunately not aware of testing frequency. In this work, we show that a 2D scale-adaptive filter that is informed of testing frequency can effectively match the Gaussian scale, thus making the Gaussian primitive distribution remain consistent across different testing frequencies. When scale inconsistency is eliminated, sampling rates smaller than the scene frequency result in conventional jaggedness, and we propose to integrate the projected 2D Gaussian within each pixel during testing. This integration is actually a limiting case of super-sampling, which significantly improves anti-aliasing performance over vanilla Gaussian Splatting. Through extensive experiments using various settings and both bounded and unbounded scenes, we show SA-GS performs comparably with or better than Mip-Splatting. Note that super-sampling and integration are only effective when our scale-adaptive filtering is activated. Our codes, data and models are available at https://github.com/zsy1987/SA-GS.
