Faster 3D Gaussian Splatting Convergence via Structure-Aware Densification
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Abstract (arXiv)
3D Gaussian Splatting has emerged as a powerful scene representation for real-time novel-view synthesis. However, its standard adaptive density control relies on screen-space positional gradients, which do not distinguish between geometric misplacement and frequency aliasing, often leading to either over-blurred high-frequency textures or inefficient over-densification. We present a structure-aware densification framework. Our key insight is that the decision to subdivide a Gaussian should be driven by an explicit comparison between its projected screen-space extent and the local structure of the texture it seeks to represent. We introduce a multi-scale frequency analysis combining structure tensors with Laplacian scale space analysis to estimate the dominant frequency at each pixel, enabling robust supervision across varying texture scales. Based on this analysis, we define η, a per-Gaussian, per-axis frequency violation metric that indicates when a primitive may be under-resolving local texture details. Unlike methods that perform isotropic splitting (e.g., splitting each Gaussian into two smaller ones with uniform shape), our approach performs anisotropic splitting. For each axis with high η, we compute a split factor to better resolve the local frequency content. We further introduce a multiview consistency criterion that aggregates η observations across multiple views. By performing densification early and faster, we skip the lengthy iterative densification phases required by baseline methods and achieve significantly faster convergence. Experiments on standard benchmarks demonstrate that our method also achieves superior reconstruction quality, particularly in high-frequency regions.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 19 of its 33 references that are in the map. First posted on arXiv 30 Apr 2026.
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References · 19
- 2014Adam: A Method for Stochastic Optimizationcited by 36,960
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,957
- 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 420
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2023CompGS: Smaller and Faster Gaussian Splatting with Vector Quantizationcited by 127
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 90
7 more
- 2024FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Renderingcited by 85
- 20243DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardtcited by 42
- 2025FastGS: Training 3D Gaussian Splatting in 100 Secondscited by 39
- 2025DashGaussian: Optimizing 3D Gaussian Splatting in 200 Secondscited by 37
- 2025On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Imagescited by 35
- 2024Image-GS: Content-Adaptive Image Representation via 2D Gaussianscited by 34
- 20253DGS2: Near Second-order Converging 3D Gaussian Splattingcited by 19
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