# Decomposing Densification in Gaussian Splatting for Faster 3D Scene Reconstruction

arXiv: https://arxiv.org/abs/2507.20239 · HTML: https://mlsanity.com/paper/2507.20239/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 22 of its 33 references that are in the map.
- First posted on arXiv 27 Jul 2025.

## Builds on (most cited first, 22 of 22)

- [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)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [HUGS: Holistic Urban 3D Scene Understanding via Gaussian Splatting](https://mlsanity.com/paper/2403.12722/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [GaMeS: Mesh-Based Adapting and Modification of Gaussian Splatting](https://mlsanity.com/paper/2402.01459/) (2024)
- [SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving](https://mlsanity.com/paper/2411.16816/) (2024)
- [Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections](https://mlsanity.com/paper/2406.10373/) (2024)
- [GaussNav: Gaussian Splatting for Visual Navigation](https://mlsanity.com/paper/2403.11625/) (2024)
- [Textured Gaussians for Enhanced 3D Scene Appearance Modeling](https://mlsanity.com/paper/2411.18625/) (2024)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [EnvGS: Modeling View-Dependent Appearance with Environment Gaussian](https://mlsanity.com/paper/2412.15215/) (2024)
- [Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos](https://mlsanity.com/paper/2409.08353/) (2024)
- [FaceLift: Learning Generalizable Single Image 3D Face Reconstruction from Synthetic Heads](https://mlsanity.com/paper/2412.17812/) (2024)
- [PERSE: Personalized 3D Generative Avatars from A Single Portrait](https://mlsanity.com/paper/2412.21206/) (2024)
- [Temporally Compressed 3D Gaussian Splatting for Dynamic Scenes](https://mlsanity.com/paper/2412.05700/) (2024)
- [VideoLifter: Lifting Videos to 3D with Fast Hierarchical Stereo Alignment](https://mlsanity.com/paper/2501.01949/) (2025)

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

- [Gradient-Direction-Aware Density Control for 3D Gaussian Splatting](https://mlsanity.com/paper/2508.09239/) (2025)
- [ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitives](https://mlsanity.com/paper/2511.06810/) (2025)
- [Prune Wisely, Reconstruct Sharply: Compact 3D Gaussian Splatting via Adaptive Pruning and Difference-of-Gaussian Primitives](https://mlsanity.com/paper/2602.24136/) (2026)
- [SPLATIFY: Reproduce, Discover, Innovate! From Papers and Ideas to Trainable 3DGS Code](https://mlsanity.com/paper/2610.09116/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (GS) has emerged as a powerful representation for high-quality scene reconstruction, offering compelling rendering quality. However, the training process of GS often suffers from slow convergence due to inefficient densification and suboptimal spatial distribution of Gaussian primitives. In this work, we present a comprehensive analysis of the split and clone operations during the densification phase, revealing their distinct roles in balancing detail preservation and computational efficiency. Building upon this analysis, we propose a global-to-local densification strategy, which facilitates more efficient growth of Gaussians across the scene space, promoting both global coverage and local refinement. To cooperate with the proposed densification strategy and promote sufficient diffusion of Gaussian primitives in space, we introduce an energy-guided coarse-to-fine multi-resolution training framework, which gradually increases resolution based on energy density in 2D images. Additionally, we dynamically prune unnecessary Gaussian primitives to speed up the training. Extensive experiments on MipNeRF-360, Deep Blending, and Tanks & Temples datasets demonstrate that our approach significantly accelerates training,achieving over 2x speedup with fewer Gaussian primitives and superior reconstruction performance.
