# PEP-GS: Perceptually-Enhanced Precise Structured 3D Gaussians for View-Adaptive Rendering

arXiv: https://arxiv.org/abs/2411.05731 · HTML: https://mlsanity.com/paper/2411.05731/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 30 of its 40 references that are in the map.
- First posted on arXiv 8 Nov 2024.

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

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [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)
- [KAN: Kolmogorov-Arnold Networks](https://mlsanity.com/paper/2404.19756/) (2024)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (2021)
- [Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering](https://mlsanity.com/paper/2106.02634/) (2021)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis](https://mlsanity.com/paper/2312.02155/) (2023)
- [VR-NeRF: High-Fidelity Virtualized Walkable Spaces](https://mlsanity.com/paper/2311.02542/) (2023)
- [Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting](https://mlsanity.com/paper/2402.15870/) (2024)
- [Real-Time Neural Light Field on Mobile Devices](https://mlsanity.com/paper/2212.08057/) (2022)
- [TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2401.06003/) (2024)
- [SpecNeRF: Gaussian Directional Encoding for Specular Reflections](https://mlsanity.com/paper/2312.13102/) (2023)
- [VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering](https://mlsanity.com/paper/2311.04634/) (2023)
- [ELA: Efficient Local Attention for Deep Convolutional Neural Networks](https://mlsanity.com/paper/2403.01123/) (2024)

## Built on by (most cited first, 1 of 1)

- [TinySplat: Feedforward Approach for Generating Compact 3D Scene Representation](https://mlsanity.com/paper/2506.09479/) (2025)

## Abstract (arXiv)

Recently, 3D Gaussian Splatting (3D-GS) has achieved significant success in real-time, high-quality 3D scene rendering. However, it faces several challenges, including Gaussian redundancy, limited ability to capture view-dependent effects, and difficulties in handling complex lighting and specular reflections. Additionally, methods that use spherical harmonics for color representation often struggle to effectively capture anisotropic components, especially when modeling view-dependent colors under complex lighting conditions, leading to insufficient contrast and unnatural color saturation. To address these limitations, we introduce PEP-GS, a perceptually-enhanced framework that dynamically predicts Gaussian attributes, including opacity, color, and covariance. We replace traditional spherical harmonics with a Hierarchical Granular-Structural Attention mechanism, which enables more accurate modeling of complex view-dependent color effects. By employing a stable and interpretable framework for opacity and covariance estimation, PEP-GS avoids the removal of essential Gaussians prematurely, ensuring a more accurate scene representation. Furthermore, perceptual optimization is applied to the final rendered images, enhancing perceptual consistency across different views and ensuring high-quality renderings with improved texture fidelity and fine-scale detail preservation. Experimental results demonstrate that PEP-GS outperforms state-of-the-art methods, particularly in challenging scenarios involving view-dependent effects and fine-scale details.
