# GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2412.16809 · HTML: https://mlsanity.com/paper/2412.16809/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 36 of its 43 references that are in the map.
- First posted on arXiv 22 Dec 2024.

## Builds on (most cited first, 30 of 36)

- [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)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [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)
- [ZoeDepth: Zero-shot Transfer by Combining Relative and Metric Depth](https://mlsanity.com/paper/2302.12288/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [MonoSDF: Exploring Monocular Geometric Cues for Neural Implicit Surface Reconstruction](https://mlsanity.com/paper/2206.00665/) (2022)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting](https://mlsanity.com/paper/2312.00451/) (2023)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (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)
- [GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions](https://mlsanity.com/paper/2311.16037/) (2023)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)
- [DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing](https://mlsanity.com/paper/2403.17822/) (2024)
- [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)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)
- [GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction](https://mlsanity.com/paper/2403.16964/) (2024)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)

## Built on by (most cited first, 4 of 4)

- [Perceptual-GS: Scene-adaptive Perceptual Densification for Gaussian Splatting](https://mlsanity.com/paper/2506.12400/) (2025)
- [ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitives](https://mlsanity.com/paper/2511.06810/) (2025)
- [VAD-GS: Visibility-Aware Densification for 3D Gaussian Splatting in Dynamic Urban Scenes](https://mlsanity.com/paper/2510.09364/) (2025)
- [ConFi-GS Confidence-Guided High-Frequency Injection for 3D Gaussian Splatting Super-Resolution](https://mlsanity.com/paper/2605.24964/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.
