# Robust 3D Gaussian Splatting for Novel View Synthesis in Presence of Distractors

arXiv: https://arxiv.org/abs/2408.11697 · HTML: https://mlsanity.com/paper/2408.11697/

## Key facts

- Cited by 15 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 37 references that are in the map.
- First posted on arXiv 21 Aug 2024.

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

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Gaussian Splatting SLAM](https://mlsanity.com/paper/2312.06741/) (2023)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Text-to-3D using Gaussian Splatting](https://mlsanity.com/paper/2309.16585/) (2023)
- [FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting](https://mlsanity.com/paper/2312.00451/) (2023)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [Urban Radiance Fields](https://mlsanity.com/paper/2111.14643/) (2021)
- [Depth-Regularized Optimization for 3D Gaussian Splatting in Few-Shot Images](https://mlsanity.com/paper/2311.13398/) (2023)
- [Gaussian-SLAM: Photo-realistic Dense SLAM with Gaussian Splatting](https://mlsanity.com/paper/2312.10070/) (2023)
- [D2NeRF: Self-Supervised Decoupling of Dynamic and Static Objects from a Monocular Video](https://mlsanity.com/paper/2205.15838/) (2022)
- [SparseGS: Sparse View Synthesis using 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00206/) (2023)
- [RobustNeRF: Ignoring Distractors with Robust Losses](https://mlsanity.com/paper/2302.00833/) (2023)

## Built on by (most cited first, 15 of 15)

- [DAS3R: Dynamics-Aware Gaussian Splatting for Static Scene Reconstruction](https://mlsanity.com/paper/2412.19584/) (2024)
- [T-3DGS: Removing Transient Objects for 3D Scene Reconstruction](https://mlsanity.com/paper/2412.00155/) (2024)
- [RobustSplat: Decoupling Densification and Dynamics for Transient-Free 3DGS](https://mlsanity.com/paper/2506.02751/) (2025)
- [Distractor-free Generalizable 3D Gaussian Splatting](https://mlsanity.com/paper/2411.17605/) (2024)
- [GeoSplat: A Deep Dive into Geometry-Constrained Gaussian Splatting](https://mlsanity.com/paper/2509.05075/) (2025)
- [Rad-GS: Radar-Vision Integration for 3D Gaussian Splatting SLAM in Outdoor Environments](https://mlsanity.com/paper/2511.16091/) (2025)
- [WildGHand: Learning Anti-Perturbation Gaussian Hand Avatars from Monocular In-the-Wild Videos](https://mlsanity.com/paper/2602.20556/) (2026)
- [Sparse View Distractor-Free Gaussian Splatting](https://mlsanity.com/paper/2603.01603/) (2026)
- [3DGS-HPC: Distractor-free 3D Gaussian Splatting with Hybrid Patch-wise Classification](https://mlsanity.com/paper/2603.07587/) (2026)
- [GA-GS: Generation-Assisted Gaussian Splatting for Static Scene Reconstruction](https://mlsanity.com/paper/2604.04331/) (2026)
- [DF3DV-1K: A Large-Scale Dataset and Benchmark for Distractor-Free Novel View Synthesis](https://mlsanity.com/paper/2604.13416/) (2026)
- [HarmoGS: Robust 3D Gaussian Splatting in the Wild via Conflict-Aware Gradient Harmonization](https://mlsanity.com/paper/2605.13073/) (2026)
- [SSA-3DGS: Unsupervised Removal of Screen-Space Artifacts for 3D Gaussian Splatting](https://mlsanity.com/paper/2607.05598/) (2026)
- [Robust Multimodal Dynamic Object Segmentation](https://mlsanity.com/paper/2607.18153/) (2026)
- [PUGS: Physics-Guided Uncertainty Modeling for Underwater Dynamic 3D Gaussian Splatting](https://mlsanity.com/paper/2610.17936/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting has shown impressive novel view synthesis results; nonetheless, it is vulnerable to dynamic objects polluting the input data of an otherwise static scene, so called distractors. Distractors have severe impact on the rendering quality as they get represented as view-dependent effects or result in floating artifacts. Our goal is to identify and ignore such distractors during the 3D Gaussian optimization to obtain a clean reconstruction. To this end, we take a self-supervised approach that looks at the image residuals during the optimization to determine areas that have likely been falsified by a distractor. In addition, we leverage a pretrained segmentation network to provide object awareness, enabling more accurate exclusion of distractors. This way, we obtain segmentation masks of distractors to effectively ignore them in the loss formulation. We demonstrate that our approach is robust to various distractors and strongly improves rendering quality on distractor-polluted scenes, improving PSNR by 1.86dB compared to 3D Gaussian Splatting.
