# Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction

arXiv: https://arxiv.org/abs/2412.04887 · HTML: https://mlsanity.com/paper/2412.04887/

## Key facts

- Cited by 28 papers in the map (data through 14 Oct 2026).
- Placed in Detection and dense prediction distillation, one of 12 directions in Knowledge distillation.
- Builds on 56 of its 67 references that are in the map.
- First posted on arXiv 6 Dec 2024.

## Placed in

- Knowledge distillation / [Detection and dense prediction distillation](https://mlsanity.com/distill/detection-and-dense-prediction-distillation/)

## Builds on (most cited first, 30 of 56)

- [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)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [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)
- [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)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [LangSplat: 3D Language Gaussian Splatting](https://mlsanity.com/paper/2312.16084/) (2023)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [NeRF in the Dark: High Dynamic Range View Synthesis from Noisy Raw Images](https://mlsanity.com/paper/2111.13679/) (2021)
- [Text-to-3D using Gaussian Splatting](https://mlsanity.com/paper/2309.16585/) (2023)
- [Neural Scene Graphs for Dynamic Scenes](https://mlsanity.com/paper/2011.10379/) (2020)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality](https://mlsanity.com/paper/2401.16663/) (2024)
- [SinNeRF: Training Neural Radiance Fields on Complex Scenes from a Single Image](https://mlsanity.com/paper/2204.00928/) (2022)
- [Capturing, Reconstructing, and Simulating: the UrbanScene3D Dataset](https://mlsanity.com/paper/2107.04286/) (2021)
- [ManiGaussian: Dynamic Gaussian Splatting for Multi-task Robotic Manipulation](https://mlsanity.com/paper/2403.08321/) (2024)

## Built on by (most cited first, 28 of 28)

- [LangSplatV2: High-dimensional 3D Language Gaussian Splatting with 450+ FPS](https://mlsanity.com/paper/2507.07136/) (2025)
- [CityGS-X: A Scalable Architecture for Efficient and Geometrically Accurate Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2503.23044/) (2025)
- [Learning-based 3D Reconstruction in Autonomous Driving: A Comprehensive Survey](https://mlsanity.com/paper/2503.14537/) (2025)
- [LL-GaussianImage: Efficient Image Representation for Zero-shot Low-Light Enhancement with 2D Gaussian Splatting](https://mlsanity.com/paper/2601.15772/) (2026)
- [STDR: Spatio-Temporal Decoupling for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2505.22400/) (2025)
- [Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting](https://mlsanity.com/paper/2505.23280/) (2025)
- [CompMarkGS: Robust Watermarking for Compressed 3D Gaussian Splatting](https://mlsanity.com/paper/2503.12836/) (2025)
- [Micro-macro Gaussian Splatting with Enhanced Scalability for Unconstrained Scene Reconstruction](https://mlsanity.com/paper/2506.13516/) (2025)
- [LoBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2510.01767/) (2025)
- [KGS-GCN: Kinematics-Driven Gaussian Splatting and Probabilistic Topology for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2603.16943/) (2026)
- [BlitzGS: City-Scale Gaussian Splatting at Lightning Speed](https://mlsanity.com/paper/2605.13794/) (2026)
- [LangFlash: Feed-forward 3D Language Gaussian Splatting from Sparse Unposed Images](https://mlsanity.com/paper/2605.23287/) (2026)
- [Signal Structure-Aware Gaussian Splatting for Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2607.01698/) (2026)
- [ARSGaussian: 3D Gaussian Splatting with LiDAR for Aerial Remote Sensing Novel View Synthesis](https://mlsanity.com/paper/2412.18380/) (2024)
- [PrismGS: Physically-Grounded Anti-Aliasing for High-Fidelity Large-Scale 3D Gaussian Splatting](https://mlsanity.com/paper/2510.07830/) (2025)
- [City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion](https://mlsanity.com/paper/2607.03771/) (2026)
- [TraGraph-GS: Trajectory Graph-based Gaussian Splatting for Arbitrary Large-Scale Scene Rendering](https://mlsanity.com/paper/2506.08704/) (2025)
- [RiGS: Rigid-aware 4D Gaussian Splatting from a Single Monocular Video](https://mlsanity.com/paper/2605.23672/) (2026)
- [Continuous Splatting meets Retinex: Continuous Gaussian Splatting and Implicit Reflectance Modeling for Low-Light Image Enhancement](https://mlsanity.com/paper/2606.16159/) (2026)
- [Dehaze-GaussianImage: Zero-Shot Dehazing via Efficient 2D Gaussian Splatting Representation](https://mlsanity.com/paper/2606.16163/) (2026)
- [Fi-Gaussian: Frequency-Aware Implicit Gaussian Splatting for Single Image Dehazing](https://mlsanity.com/paper/2606.16168/) (2026)
- [Gaussian Light Field Splatting: A Physical Prior-Driven Vision Transformer for Unsupervised Low-Light Image Enhancement](https://mlsanity.com/paper/2606.17985/) (2026)
- [AIGS-Net: Compact Illumination Field Modeling via 2D Gaussian Splatting for Fast Low-Light Image Enhancement](https://mlsanity.com/paper/2606.17998/) (2026)
- [Geometry and Gradient-based Partitioning for Panoramic Outdoor Reconstruction](https://mlsanity.com/paper/2607.08769/) (2026)
- [STARS-GS: Structure-Aware Regularized Gaussian Splatting for Large-Scale Aerial Surface Reconstruction](https://mlsanity.com/paper/2609.03447/) (2026)
- [VDGS: Visibility-Driven Large-Scale 3D Gaussian Splatting for Aerial Scene Reconstruction](https://mlsanity.com/paper/2609.23049/) (2026)
- [TopoGS: Topology-Aware Anchor Feature Aggregation for Large-Scale 3D Gaussian Splatting](https://mlsanity.com/paper/2609.27868/) (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 demonstrated notable success in large-scale scene reconstruction, but challenges persist due to high training memory consumption and storage overhead. Hybrid representations that integrate implicit and explicit features offer a way to mitigate these limitations. However, when applied in parallelized block-wise training, two critical issues arise since reconstruction accuracy deteriorates due to reduced data diversity when training each block independently, and parallel training restricts the number of divided blocks to the available number of GPUs. To address these issues, we propose Momentum-GS, a novel approach that leverages momentum-based self-distillation to promote consistency and accuracy across the blocks while decoupling the number of blocks from the physical GPU count. Our method maintains a teacher Gaussian decoder updated with momentum, ensuring a stable reference during training. This teacher provides each block with global guidance in a self-distillation manner, promoting spatial consistency in reconstruction. To further ensure consistency across the blocks, we incorporate block weighting, dynamically adjusting each block's weight according to its reconstruction accuracy. Extensive experiments on large-scale scenes show that our method consistently outperforms existing techniques, achieving a 12.8% improvement in LPIPS over CityGaussian with much fewer divided blocks and establishing a new state of the art. Project page: https://jixuan-fan.github.io/Momentum-GS_Page/
