# Improving Densification in 3D Gaussian Splatting for High-Fidelity Rendering

arXiv: https://arxiv.org/abs/2508.12313 · HTML: https://mlsanity.com/paper/2508.12313/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 20 references that are in the map.
- First posted on arXiv 17 Aug 2025.

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

- [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)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [Text-to-3D using Gaussian Splatting](https://mlsanity.com/paper/2309.16585/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle](https://mlsanity.com/paper/2312.03431/) (2023)
- [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)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Perceptual-GS: Scene-adaptive Perceptual Densification for Gaussian Splatting](https://mlsanity.com/paper/2506.12400/) (2025)

## Built on by (most cited first, 5 of 5)

- [Off The Grid: Detection of Primitives for Feed-Forward 3D Gaussian Splatting](https://mlsanity.com/paper/2512.15508/) (2025)
- [Gradient-Driven Natural Selection for Compact 3D Gaussian Splatting](https://mlsanity.com/paper/2511.16980/) (2025)
- [ImprovedGS+: A High-Performance C++/CUDA Re-Implementation Strategy for 3D Gaussian Splatting](https://mlsanity.com/paper/2603.08661/) (2026)
- [The Role of Initialization in 3D Gaussian Splatting](https://mlsanity.com/paper/2603.20714/) (2026)
- [LEGS: Laplacian-Enhanced Gaussian Splatting with a Nonlinear Weighted Loss](https://mlsanity.com/paper/2606.07932/) (2026)

## Abstract (arXiv)

Although 3D Gaussian Splatting (3DGS) has achieved impressive performance in real-time rendering, its densification strategy often results in suboptimal reconstruction quality. In this work, we present a comprehensive improvement to the densification pipeline of 3DGS from three perspectives: when to densify, how to densify, and how to mitigate overfitting. Specifically, we propose an Edge-Aware Score to effectively select candidate Gaussians for splitting. We further introduce a Long-Axis Split strategy that reduces geometric distortions introduced by clone and split operations. To address overfitting, we design a set of techniques, including Recovery-Aware Pruning, Multi-step Update, and Growth Control. Our method enhances rendering fidelity without introducing additional training or inference overhead, achieving state-of-the-art performance with fewer Gaussians.
