# Drop-In Perceptual Optimization for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2603.23297 · HTML: https://mlsanity.com/paper/2603.23297/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 47 references that are in the map.
- First posted on arXiv 23 Mar 2026.

## Builds on (most cited first, 30 of 32)

- [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)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Network](https://mlsanity.com/paper/1609.04802/) (2016)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Variational image compression with a scale hyperprior](https://mlsanity.com/paper/1802.01436/) (2018)
- [Image Quality Assessment: Unifying Structure and Texture Similarity](https://mlsanity.com/paper/2004.07728/) (2020)
- [End-to-end Optimized Image Compression](https://mlsanity.com/paper/1611.01704/) (2016)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [The Perception-Distortion Tradeoff](https://mlsanity.com/paper/1711.06077/) (2017)
- [Depth Pro: Sharp Monocular Metric Depth in Less Than a Second](https://mlsanity.com/paper/2410.02073/) (2024)
- [High-Fidelity Generative Image Compression](https://mlsanity.com/paper/2006.09965/) (2020)
- [Rethinking FID: Towards a Better Evaluation Metric for Image Generation](https://mlsanity.com/paper/2401.09603/) (2023)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [Real-Time Adaptive Image Compression](https://mlsanity.com/paper/1705.05823/) (2017)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization](https://mlsanity.com/paper/2403.06908/) (2024)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [Improving Statistical Fidelity for Neural Image Compression with Implicit Local Likelihood Models](https://mlsanity.com/paper/2301.11189/) (2023)
- [CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting](https://mlsanity.com/paper/2404.09458/) (2024)
- [Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration](https://mlsanity.com/paper/2403.11056/) (2024)
- [EML-NET:An Expandable Multi-Layer NETwork for Saliency Prediction](https://mlsanity.com/paper/1805.01047/) (2018)
- [GGHead: Fast and Generalizable 3D Gaussian Heads](https://mlsanity.com/paper/2406.09377/) (2024)
- [Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting](https://mlsanity.com/paper/2406.11672/) (2024)
- [Gaussian Splatting Decoder for 3D-aware Generative Adversarial Networks](https://mlsanity.com/paper/2404.10625/) (2024)
- [Good, Cheap, and Fast: Overfitted Image Compression with Wasserstein Distortion](https://mlsanity.com/paper/2412.00505/) (2024)
- [Perceptual-GS: Scene-adaptive Perceptual Densification for Gaussian Splatting](https://mlsanity.com/paper/2506.12400/) (2025)
- [EGGS: Edge Guided Gaussian Splatting for Radiance Fields](https://mlsanity.com/paper/2404.09105/) (2024)

## Built on by (most cited first, 2 of 2)

- [Aes3D: Aesthetic Assessment in 3D Gaussian Splatting](https://mlsanity.com/paper/2605.05155/) (2026)
- [Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos](https://mlsanity.com/paper/2606.19156/) (2026)

## Abstract (arXiv)

Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings. To address this, we systematically explore perceptual optimization strategies for 3DGS by searching over a diverse set of distortion losses. We conduct the first-of-its-kind large-scale human subjective study on 3DGS, involving 39,320 pairwise ratings across several datasets and 3DGS frameworks. A regularized version of Wasserstein Distortion, which we call WD-R, emerges as the clear winner, excelling at recovering fine textures without incurring a higher splat count. WD-R is preferred by raters more than 2.3× over the original 3DGS loss, and 1.5× over the current best method Perceptual-GS. WD-R also consistently achieves state-of-the-art LPIPS, DISTS, and FID scores across various datasets, and generalizes across recent frameworks, such as Mip-Splatting and Scaffold-GS, where replacing the original loss with WD-R consistently enhances perceptual quality within a similar resource budget (number of splats for Mip-Splatting, model size for Scaffold-GS), and leads to reconstructions being preferred by human raters 1.8× and 3.6×, respectively. We also find that this carries over to the task of 3DGS scene compression, with ≈ 50% bitrate savings for comparable perceptual metric performance.
