Gaussian Blending: Rethinking Alpha Blending in 3D Gaussian Splatting
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Abstract (arXiv)
The recent introduction of 3D Gaussian Splatting (3DGS) has significantly advanced novel view synthesis. Several studies have further improved the rendering quality of 3DGS, yet they still exhibit noticeable visual discrepancies when synthesizing views at sampling rates unseen during training. Specifically, they suffer from (i) erosion-induced blurring artifacts when zooming in and (ii) dilation-induced staircase artifacts when zooming out. We speculate that these artifacts arise from the fundamental limitation of the alpha blending adopted in 3DGS methods. Instead of the conventional alpha blending that computes alpha and transmittance as scalar quantities over a pixel, we propose to replace it with our novel Gaussian Blending that treats alpha and transmittance as spatially varying distributions. Thus, transmittances can be updated considering the spatial distribution of alpha values across the pixel area, allowing nearby background splats to contribute to the final rendering. Our Gaussian Blending maintains real-time rendering speed and requires no additional memory cost, while being easily integrated as a drop-in replacement into existing 3DGS-based or other NVS frameworks. Extensive experiments demonstrate that Gaussian Blending effectively captures fine details at various sampling rates unseen during training, consistently outperforming existing novel view synthesis models across both unseen and seen sampling rates.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 21 of its 28 references that are in the map. First posted on arXiv 19 Nov 2025.
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21 of 28 references.
References · 21
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 2022DreamFusion: Text-to-3D using 2D Diffusioncited by 3,025
- 2021NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstructioncited by 1,712
- 2020D-NeRF: Neural Radiance Fields for Dynamic Scenescited by 1,465
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 964
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 695
- 2023Instruct-NeRF2NeRF: Editing 3D Scenes with Instructionscited by 484
- 2023Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splattingcited by 476
- 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 230
- 2023GS-IR: 3D Gaussian Splatting for Inverse Renderingcited by 224
9 more
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 139
- 2023Multi-Scale 3D Gaussian Splatting for Anti-Aliased Renderingcited by 138
- 2021NeRF-SR: High-Quality Neural Radiance Fields using Supersamplingcited by 95
- 2022Voxurf: Voxel-based Efficient and Accurate Neural Surface Reconstructioncited by 94
- 2025DiffSplat: Repurposing Image Diffusion Models for Scalable Gaussian Splat Generationcited by 50
- 20243D-HGS: 3D Half-Gaussian Splattingcited by 44
- 2024GaussianSR: 3D Gaussian Super-Resolution with 2D Diffusion Priorscited by 20
- 2024Mipmap-GS: Let Gaussians Deform with Scale-specific Mipmap for Anti-aliasing Renderingcited by 9
- 2025Close-up-GS: Enhancing Close-Up View Synthesis in 3D Gaussian Splatting with Progressive Self-Trainingcited by 4
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