mlsanityData to 7 Oct 2026

Incoherent Deformation, Not Capacity: Diagnosing and Mitigating Overfitting in Dynamic Gaussian Splatting

arXiv 2604.16747 ↗First posted 17 Apr 2026cs.CVcited by 0

Not on the map. Why?

Abstract (arXiv)

Dynamic 3D Gaussian Splatting methods achieve strong training-view PSNR on monocular video but generalize poorly: on the D-NeRF benchmark we measure an average train-test PSNR gap of 6.18 dB, rising to 11 dB on individual scenes. We report two findings that together account for most of that gap. Finding 1 (the role of splitting). A systematic ablation of the Adaptive Density Control pipeline (split, clone, prune, frequency, threshold, schedule) shows that splitting is responsible for over 80% of the gap: disabling split collapses the cloud from 44K to 3K Gaussians and the gap from 6.18 dB to 1.15 dB. Across all threshold-varying ablations, gap is log-linear in count (r = 0.995, bootstrap 95% CI [0.99, 1.00]), which suggests a capacity-based explanation. Finding 2 (the role of deformation coherence). We show that the capacity explanation is incomplete. A local-smoothness penalty on the per-Gaussian deformation field -- Elastic Energy Regularization (EER) -- reduces the gap by 40.8% while growing the cloud by 85%. Measuring per-Gaussian strain directly on trained checkpoints, EER reduces mean strain by 99.72% (median 99.80%) across all 8 scenes; on 8/8 scenes the median Gaussian under EER is less strained than the 1st-percentile (best-behaved) Gaussian under baseline. Alongside EER, we evaluate two further regularizers: GAD, a loss-rate-aware densification threshold, and PTDrop, a jitter-weighted Gaussian dropout. GAD+EER reduces the gap by 48%; adding PTDrop and a soft growth cap reaches 57%. We confirm that coherence generalizes to (a) a different deformation architecture (Deformable-3DGS, +40.6% gap reduction at re-tuned lambda), and (b) real monocular video (4 HyperNeRF scenes, reducing the mean PSNR gap by 14.9% at the same lambda as D-NeRF, with near-zero quality cost). The overfitting in dynamic 3DGS is driven by incoherent deformation, not parameter count.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 20 of its 22 references that are in the map. First posted on arXiv 17 Apr 2026.

Builds on

20 of 22 references.

References · 20

  1. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
  2. 2020D-NeRF: Neural Radiance Fields for Dynamic Scenescited by 1,459
  3. 2020Nerfies: Deformable Neural Radiance Fieldscited by 1,194
  4. 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,144
  5. 2023Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstructioncited by 753
  6. 2023SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenescited by 339
  7. 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
  8. 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
  9. 2024Revising Densification in Gaussian Splattingcited by 127
  10. 2024Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splattingcited by 111
  11. 2024Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splattingcited by 104
  12. 2024PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splattingcited by 85
8 more
  1. 2024AbsGS: Recovering Fine Details for 3D Gaussian Splattingcited by 80
  2. 2025DropGaussian: Structural Regularization for Sparse-view Gaussian Splattingcited by 65
  3. 2025DropoutGS: Dropping Out Gaussians for Better Sparse-view Renderingcited by 29
  4. 2025Steepest Descent Density Control for Compact 3D Gaussian Splattingcited by 13
  5. 2024Efficient Density Control for 3D Gaussian Splattingcited by 12
  6. 2025Improving Adaptive Density Control for 3D Gaussian Splattingcited by 7
  7. 2025Gradient-Direction-Aware Density Control for 3D Gaussian Splattingcited by 7
  8. 2024Monocular Dynamic Gaussian Splatting: Fast, Brittle, and Scene Complexity Rulescited by 6

Built on by

Not cited yet.