# Efficient Density Control for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2411.10133 · HTML: https://mlsanity.com/paper/2411.10133/

## Key facts

- Cited by 13 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 36 references that are in the map.
- First posted on arXiv 15 Nov 2024.

## Builds on (most cited first, 28 of 28)

- [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)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [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)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [Text-to-3D using Gaussian Splatting](https://mlsanity.com/paper/2309.16585/) (2023)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle](https://mlsanity.com/paper/2312.03431/) (2023)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [Human Gaussian Splatting: Real-time Rendering of Animatable Avatars](https://mlsanity.com/paper/2311.17113/) (2023)
- [Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting](https://mlsanity.com/paper/2402.15870/) (2024)
- [Deblurring 3D Gaussian Splatting](https://mlsanity.com/paper/2401.00834/) (2024)
- [VCR-GauS: View Consistent Depth-Normal Regularizer for Gaussian Surface Reconstruction](https://mlsanity.com/paper/2406.05774/) (2024)
- [CG3D: Compositional Generation for Text-to-3D via Gaussian Splatting](https://mlsanity.com/paper/2311.17907/) (2023)

## Built on by (most cited first, 13 of 13)

- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstruction](https://mlsanity.com/paper/2412.06234/) (2024)
- [Perceptual-GS: Scene-adaptive Perceptual Densification for Gaussian Splatting](https://mlsanity.com/paper/2506.12400/) (2025)
- [BOGausS: Better Optimized Gaussian Splatting](https://mlsanity.com/paper/2504.01844/) (2025)
- [STAvatar: Soft Binding and Temporal Density Control for Monocular 3D Head Avatars Reconstruction](https://mlsanity.com/paper/2511.19854/) (2025)
- [STRinGS: Selective Text Refinement in Gaussian Splatting](https://mlsanity.com/paper/2512.07230/) (2025)
- [Metropolis-Hastings Sampling for 3D Gaussian Reconstruction](https://mlsanity.com/paper/2506.12945/) (2025)
- [DensifyBeforehand: LiDAR-assisted Content-aware Densification for Efficient and Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2511.19294/) (2025)
- [Incoherent Deformation, Not Capacity: Diagnosing and Mitigating Overfitting in Dynamic Gaussian Splatting](https://mlsanity.com/paper/2604.16747/) (2026)
- [Gaussians on a Diet: High-Quality Memory-Bounded 3D Gaussian Splatting Training](https://mlsanity.com/paper/2604.20046/) (2026)
- [Eulerian Gaussian Splatting using Hashed Probability Pyramids](https://mlsanity.com/paper/2605.29136/) (2026)
- [Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD](https://mlsanity.com/paper/2610.03162/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has demonstrated outstanding performance in novel view synthesis, achieving a balance between rendering quality and real-time performance. 3DGS employs Adaptive Density Control (ADC) to increase the number of Gaussians. However, the clone and split operations within ADC are not sufficiently efficient, impacting optimization speed and detail recovery. Additionally, overfitted Gaussians that affect rendering quality may exist, and the original ADC is unable to remove them. To address these issues, we propose two key innovations: (1) Long-Axis Split, which precisely controls the position, shape, and opacity of child Gaussians to minimize the difference before and after splitting. (2) Recovery-Aware Pruning, which leverages differences in recovery speed after resetting opacity to prune overfitted Gaussians, thereby improving generalization performance. Experimental results show that our method significantly enhances rendering quality. Due to resubmission reasons, this version has been abandoned. The improved version is available at https://xiaobin2001.github.io/improved-gs-web .
