EA-3DGS: Efficient and Adaptive 3D Gaussians with Highly Enhanced Quality for outdoor scenes
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Abstract (arXiv)
Efficient scene representations are essential for many real-world applications, especially those involving spatial measurement. Although current NeRF-based methods have achieved impressive results in reconstructing building-scale scenes, they still suffer from slow training and inference speeds due to time-consuming stochastic sampling. Recently, 3D Gaussian Splatting (3DGS) has demonstrated excellent performance with its high-quality rendering and real-time speed, especially for objects and small-scale scenes. However, in outdoor scenes, its point-based explicit representation lacks an effective adjustment mechanism, and the millions of Gaussian points required often lead to memory constraints during training. To address these challenges, we propose EA-3DGS, a high-quality real-time rendering method designed for outdoor scenes. First, we introduce a mesh structure to regulate the initialization of Gaussian components by leveraging an adaptive tetrahedral mesh that partitions the grid and initializes Gaussian components on each face, effectively capturing geometric structures in low-texture regions. Second, we propose an efficient Gaussian pruning strategy that evaluates each 3D Gaussian's contribution to the view and prunes accordingly. To retain geometry-critical Gaussian points, we also present a structure-aware densification strategy that densifies Gaussian points in low-curvature regions. Additionally, we employ vector quantization for parameter quantization of Gaussian components, significantly reducing disk space requirements with only a minimal impact on rendering quality. Extensive experiments on 13 scenes, including eight from four public datasets (MatrixCity-Aerial, Mill-19, Tanks & Temples, WHU) and five self-collected scenes acquired through UAV photogrammetry measurement from SCUT-CA and plateau regions, further demonstrate the superiority of our method.
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 33 of its 51 references that are in the map. First posted on arXiv 16 May 2025.
Builds on
33 of 51 references.
References · 33
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- 2021BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Renderingcited by 229
- 2024VastGaussian: Vast 3D Gaussians for Large Scene Reconstructioncited by 209
21 more
- 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 209
- 2024CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussianscited by 192
- 2023MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyondcited by 185
- 2024DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshingcited by 138
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- 2022Compressing Volumetric Radiance Fields to 1 MBcited by 68
- 2023Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedracited by 57
- 2024LP-3DGS: Learning to Prune 3D Gaussian Splattingcited by 55
- 2024DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensuscited by 51
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- 2024LVI-GS: Tightly-coupled LiDAR-Visual-Inertial SLAM using 3D Gaussian Splattingcited by 7
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