# SOGS: Second-Order Anchor for Advanced 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.07476 · HTML: https://mlsanity.com/paper/2503.07476/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 40 of its 47 references that are in the map.
- First posted on arXiv 10 Mar 2025.

## Builds on (most cited first, 30 of 40)

- [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)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [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)
- [pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction](https://mlsanity.com/paper/2312.12337/) (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)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images](https://mlsanity.com/paper/2403.14627/) (2024)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [FreeNeRF: Improving Few-shot Neural Rendering with Free Frequency Regularization](https://mlsanity.com/paper/2303.07418/) (2023)
- [Neural Radiance Flow for 4D View Synthesis and Video Processing](https://mlsanity.com/paper/2012.09790/) (2020)
- [DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization](https://mlsanity.com/paper/2403.06912/) (2024)
- [SparseNeRF: Distilling Depth Ranking for Few-shot Novel View Synthesis](https://mlsanity.com/paper/2303.16196/) (2023)
- [NoPe-NeRF: Optimising Neural Radiance Field with No Pose Prior](https://mlsanity.com/paper/2212.07388/) (2022)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and Rendering](https://mlsanity.com/paper/2211.11610/) (2022)
- [Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle](https://mlsanity.com/paper/2312.03431/) (2023)

## Built on by (most cited first, 10 of 10)

- [MEGS2: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning](https://mlsanity.com/paper/2509.07021/) (2025)
- [Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting](https://mlsanity.com/paper/2508.03180/) (2025)
- [SaLon3R: Structure-aware Long-term Generalizable 3D Reconstruction from Unposed Images](https://mlsanity.com/paper/2510.15072/) (2025)
- [SGI: Structured 2D Gaussians for Efficient and Compact Large Image Representation](https://mlsanity.com/paper/2603.07789/) (2026)
- [Learning Hierarchical Sparse Transform Coding for 3DGS Compression](https://mlsanity.com/paper/2505.22908/) (2025)
- [Learn2Splat: Extending the Horizon of Learned 3DGS Optimization](https://mlsanity.com/paper/2605.15760/) (2026)
- [Denoising-GS: Gaussian Splatting with Spatial-aware Denoising](https://mlsanity.com/paper/2605.14880/) (2026)
- [3DGBGS: 3D Granular Ball Gaussian Splatting for Compact Novel View Synthesis](https://mlsanity.com/paper/2607.26578/) (2026)
- [AVSplat: Dense-View Feed-Forward 3D Gaussian Splatting with Assist-View Preconditioning](https://mlsanity.com/paper/2609.05925/) (2026)
- [Is Gaussian Splatting Becoming Neural Again? A Taxonomy and Controlled Study of Learned Parameterization](https://mlsanity.com/paper/2609.12395/) (2026)

## Abstract (arXiv)

Anchor-based 3D Gaussian splatting (3D-GS) exploits anchor features in 3D Gaussian prediction, which has achieved impressive 3D rendering quality with reduced Gaussian redundancy. On the other hand, it often encounters the dilemma among anchor features, model size, and rendering quality - large anchor features lead to large 3D models and high-quality rendering whereas reducing anchor features degrades Gaussian attribute prediction which leads to clear artifacts in the rendered textures and geometries. We design SOGS, an anchor-based 3D-GS technique that introduces second-order anchors to achieve superior rendering quality and reduced anchor features and model size simultaneously. Specifically, SOGS incorporates covariance-based second-order statistics and correlation across feature dimensions to augment features within each anchor, compensating for the reduced feature size and improving rendering quality effectively. In addition, it introduces a selective gradient loss to enhance the optimization of scene textures and scene geometries, leading to high-quality rendering with small anchor features. Extensive experiments over multiple widely adopted benchmarks show that SOGS achieves superior rendering quality in novel view synthesis with clearly reduced model size.
