# PSRGS:Progressive Spectral Residual of 3D Gaussian for High-Frequency Recovery

arXiv: https://arxiv.org/abs/2503.00848 · HTML: https://mlsanity.com/paper/2503.00848/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 17 references that are in the map.
- First posted on arXiv 2 Mar 2025.

## Builds on (most cited first, 14 of 14)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [COLMAP-Free 3D Gaussian Splatting](https://mlsanity.com/paper/2312.07504/) (2023)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)
- [SparseGS: Sparse View Synthesis using 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00206/) (2023)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [3D-HGS: 3D Half-Gaussian Splatting](https://mlsanity.com/paper/2406.02720/) (2024)
- [4D Gaussian Splatting in the Wild with Uncertainty-Aware Regularization](https://mlsanity.com/paper/2411.08879/) (2024)
- [FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training](https://mlsanity.com/paper/2411.02229/) (2024)
- [GVKF: Gaussian Voxel Kernel Functions for Highly Efficient Surface Reconstruction in Open Scenes](https://mlsanity.com/paper/2411.01853/) (2024)
- [ARSGaussian: 3D Gaussian Splatting with LiDAR for Aerial Remote Sensing Novel View Synthesis](https://mlsanity.com/paper/2412.18380/) (2024)

## Built on by (most cited first, 2 of 2)

- [Gradient-Direction-Aware Density Control for 3D Gaussian Splatting](https://mlsanity.com/paper/2508.09239/) (2025)
- [CAdam: Context-Adaptive Moment Estimation for 3D Gaussian Densification in Generative Distillation](https://mlsanity.com/paper/2605.20872/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3D GS) achieves impressive results in novel view synthesis for small, single-object scenes through Gaussian ellipsoid initialization and adaptive density control. However, when applied to large-scale remote sensing scenes, 3D GS faces challenges: the point clouds generated by Structure-from-Motion (SfM) are often sparse, and the inherent smoothing behavior of 3D GS leads to over-reconstruction in high-frequency regions, where have detailed textures and color variations. This results in the generation of large, opaque Gaussian ellipsoids that cause gradient artifacts. Moreover, the simultaneous optimization of both geometry and texture may lead to densification of Gaussian ellipsoids at incorrect geometric locations, resulting in artifacts in other views. To address these issues, we propose PSRGS, a progressive optimization scheme based on spectral residual maps. Specifically, we create a spectral residual significance map to separate low-frequency and high-frequency regions. In the low-frequency region, we apply depth-aware and depth-smooth losses to initialize the scene geometry with low threshold. For the high-frequency region, we use gradient features with higher threshold to split and clone ellipsoids, refining the scene. The sampling rate is determined by feature responses and gradient loss. Finally, we introduce a pre-trained network that jointly computes perceptual loss from multiple views, ensuring accurate restoration of high-frequency details in both Gaussian ellipsoids geometry and color. We conduct experiments on multiple datasets to assess the effectiveness of our method, which demonstrates competitive rendering quality, especially in recovering texture details in high-frequency regions.
