# Two-View Accumulation as the Primary Training Lever for Hybrid-Capture Gaussian Splatting: A Variance-Decomposition View of When Gradient Surgery Helps

arXiv: https://arxiv.org/abs/2605.00052 · HTML: https://mlsanity.com/paper/2605.00052/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 29 references that are in the map.
- First posted on arXiv 29 Apr 2026.

## Builds on (most cited first, 27 of 27)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Gradient Surgery for Multi-Task Learning](https://mlsanity.com/paper/2001.06782/) (2020)
- [GradNorm: Gradient Normalization for Adaptive Loss Balancing in Deep Multitask Networks](https://mlsanity.com/paper/1711.02257/) (2017)
- [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)
- [Conflict-Averse Gradient Descent for Multi-task Learning](https://mlsanity.com/paper/2110.14048/) (2021)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond](https://mlsanity.com/paper/2309.16553/) (2023)
- [Gradient Vaccine: Investigating and Improving Multi-task Optimization in Massively Multilingual Models](https://mlsanity.com/paper/2010.05874/) (2020)
- [WildGaussians: 3D Gaussian Splatting in the Wild](https://mlsanity.com/paper/2407.08447/) (2024)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration](https://mlsanity.com/paper/2403.11056/) (2024)
- [GeoGaussian: Geometry-aware Gaussian Splatting for Scene Rendering](https://mlsanity.com/paper/2403.11324/) (2024)
- [Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes](https://mlsanity.com/paper/2412.01745/) (2024)
- [Floaters No More: Radiance Field Gradient Scaling for Improved Near-Camera Training](https://mlsanity.com/paper/2305.02756/) (2023)
- [HO-Gaussian: Hybrid Optimization of 3D Gaussian Splatting for Urban Scenes](https://mlsanity.com/paper/2403.20032/) (2024)
- [HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting](https://mlsanity.com/paper/2412.03844/) (2024)
- [HGS-Mapping: Online Dense Mapping Using Hybrid Gaussian Representation in Urban Scenes](https://mlsanity.com/paper/2403.20159/) (2024)
- [CrossView-GS: Cross-view Gaussian Splatting For Large-scale Scene Reconstruction](https://mlsanity.com/paper/2501.01695/) (2025)
- [DC4GS: Directional Consistency-Driven Adaptive Density Control for 3D Gaussian Splatting](https://mlsanity.com/paper/2510.26921/) (2025)
- [EGGS: Exchangeable 2D/3D Gaussian Splatting for Geometry-Appearance Balanced Novel View Synthesis](https://mlsanity.com/paper/2512.02932/) (2025)

## Abstract (arXiv)

Hybrid-capture novel view synthesis combines images at substantially different camera distances (e.g., aerial drone and ground-level views). Standard 3D Gaussian Splatting (3DGS), trained for 30K iterations with one rendered view per optimizer step, under-fits the minority regime by 1-3 dB on five hybrid-capture benchmarks. We isolate the lever that closes this gap. Among compute-matched alternatives -- vanilla 60K iterations, magnitude corrections (GradNorm), direction-aware near/far gradient surgery, projective preconditioning, confidence-gated sample-level surgery, and a random two-view-per-step control -- the simplest structural change wins: rendering two views per optimizer step. The pairing rule (geometry-defined near/far, random, or active loss-disparity) does not change PSNR beyond seed variance on any of the five scenes; the structural change of having two views per step does. We propose a variance-decomposition framework that predicts and explains this finding: under bimodal camera regimes, between-regime gradient variance turns out to be small relative to within-regime variance in 3DGS, so structured and random pairings are variance-equivalent in expectation, and the variance halving from two-view accumulation itself is the dominant effect. We verify the framework on five scenes whose camera-altitude bimodality coefficients span [0.55, 1.00], and we report the negative result that direction-aware projection, magnitude correction, confidence gating, and an active loss-disparity pairing all fall within seed variance of random two-view pairing. The two-view structural lever transfers cleanly to the Scaffold-GS and Pixel-GS backbones. We position this work as an honest characterization of which training-side axes do and do not move PSNR for hybrid-capture 3DGS, together with the framework that explains why.
