# Re-Activating Frozen Primitives for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2510.19653 · HTML: https://mlsanity.com/paper/2510.19653/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 17 of its 34 references that are in the map.
- First posted on arXiv 21 Oct 2025.

## Builds on (most cited first, 17 of 17)

- [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: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [GaussianDreamer: Fast Generation from Text to 3D Gaussians by Bridging 2D and 3D Diffusion Models](https://mlsanity.com/paper/2310.08529/) (2023)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [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)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [ManiGaussian: Dynamic Gaussian Splatting for Multi-task Robotic Manipulation](https://mlsanity.com/paper/2403.08321/) (2024)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)
- [View-Consistent 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2403.11868/) (2024)
- [LoopSplat: Loop Closure by Registering 3D Gaussian Splats](https://mlsanity.com/paper/2408.10154/) (2024)
- [SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality](https://mlsanity.com/paper/2409.14067/) (2024)
- [UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping](https://mlsanity.com/paper/2502.01846/) (2025)
- [ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery](https://mlsanity.com/paper/2412.07494/) (2024)

## Abstract (arXiv)

3D Gaussian Splatting (3D-GS) achieves real-time photorealistic novel view synthesis, yet struggles with complex scenes due to over-reconstruction artifacts, manifesting as local blurring and needle-shape distortions. While recent approaches attribute these issues to insufficient splitting of large-scale Gaussians, we identify two fundamental limitations: gradient magnitude dilution during densification and the primitive frozen phenomenon, where essential Gaussian densification is inhibited in complex regions while suboptimally scaled Gaussians become trapped in local optima. To address these challenges, we introduce ReAct-GS, a method founded on the principle of re-activation. Our approach features: (1) an importance-aware densification criterion incorporating α-blending weights from multiple viewpoints to re-activate stalled primitive growth in complex regions, and (2) a re-activation mechanism that revitalizes frozen primitives through adaptive parameter perturbations. Comprehensive experiments across diverse real-world datasets demonstrate that ReAct-GS effectively eliminates over-reconstruction artifacts and achieves state-of-the-art performance on standard novel view synthesis metrics while preserving intricate geometric details. Additionally, our re-activation mechanism yields consistent improvements when integrated with other 3D-GS variants such as Pixel-GS, demonstrating its broad applicability.
