# DisC-GS: Discontinuity-aware Gaussian Splatting

arXiv: https://arxiv.org/abs/2405.15196 · HTML: https://mlsanity.com/paper/2405.15196/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 56 references that are in the map.
- First posted on arXiv 24 May 2024.

## Builds on (most cited first, 30 of 40)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [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)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [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)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [UniSim: A Neural Closed-Loop Sensor Simulator](https://mlsanity.com/paper/2308.01898/) (2023)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [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)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [Escaping Plato's Cave: 3D Shape From Adversarial Rendering](https://mlsanity.com/paper/1811.11606/) (2018)
- [ABCNet: Real-time Scene Text Spotting with Adaptive Bezier-Curve Network](https://mlsanity.com/paper/2002.10200/) (2020)
- [NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance](https://mlsanity.com/paper/2312.00846/) (2023)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)

## Built on by (most cited first, 11 of 11)

- [Deformable Radial Kernel Splatting](https://mlsanity.com/paper/2412.11752/) (2024)
- [SolidGS: Consolidating Gaussian Surfel Splatting for Sparse-View Surface Reconstruction](https://mlsanity.com/paper/2412.15400/) (2024)
- [HAIF-GS: Hierarchical and Induced Flow-Guided Gaussian Splatting for Dynamic Scene](https://mlsanity.com/paper/2506.09518/) (2025)
- [Radiance Meshes for Volumetric Reconstruction](https://mlsanity.com/paper/2512.04076/) (2025)
- [CompGS++: Compressed Gaussian Splatting for Static and Dynamic Scene Representation](https://mlsanity.com/paper/2504.13022/) (2025)
- [Universal Beta Splatting](https://mlsanity.com/paper/2510.03312/) (2025)
- [From Tokens to Nodes: Semantic-Guided Motion Control for Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2510.02732/) (2025)
- [A Mixed-Primitive-based Gaussian Splatting Method for Surface Reconstruction](https://mlsanity.com/paper/2507.11321/) (2025)
- [From ex(p) to poly: Gaussian Splatting with Polynomial Kernels](https://mlsanity.com/paper/2603.18707/) (2026)
- [Softmax-GS: Generalized Gaussians Learning When to Blend or Bound](https://mlsanity.com/paper/2604.27437/) (2026)
- [3DGS3: Joint Super Sampling and Frame Interpolation for Real-Time Large-Scale 3DGS Rendering](https://mlsanity.com/paper/2605.11489/) (2026)

## Abstract (arXiv)

Recently, Gaussian Splatting, a method that represents a 3D scene as a collection of Gaussian distributions, has gained significant attention in addressing the task of novel view synthesis. In this paper, we highlight a fundamental limitation of Gaussian Splatting: its inability to accurately render discontinuities and boundaries in images due to the continuous nature of Gaussian distributions. To address this issue, we propose a novel framework enabling Gaussian Splatting to perform discontinuity-aware image rendering. Additionally, we introduce a B'ezier-boundary gradient approximation strategy within our framework to keep the "differentiability" of the proposed discontinuity-aware rendering process. Extensive experiments demonstrate the efficacy of our framework.
