# Denoising-GS: Gaussian Splatting with Spatial-aware Denoising

arXiv: https://arxiv.org/abs/2605.14880 · HTML: https://mlsanity.com/paper/2605.14880/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 45 of its 52 references that are in the map.
- First posted on arXiv 14 May 2026.

## Builds on (most cited first, 30 of 45)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [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)
- [Gaussian Splatting SLAM](https://mlsanity.com/paper/2312.06741/) (2023)
- [Text-to-3D using Gaussian Splatting](https://mlsanity.com/paper/2309.16585/) (2023)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [LucidDreamer: Domain-free Generation of 3D Gaussian Splatting Scenes](https://mlsanity.com/paper/2311.13384/) (2023)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [GaussianPro: 3D Gaussian Splatting with Progressive Propagation](https://mlsanity.com/paper/2402.14650/) (2024)
- [High-quality Surface Reconstruction using Gaussian Surfels](https://mlsanity.com/paper/2404.17774/) (2024)
- [NeRF: Neural Radiance Field in 3D Vision: A Comprehensive Review (Updated Post-Gaussian Splatting)](https://mlsanity.com/paper/2210.00379/) (2022)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering](https://mlsanity.com/paper/2311.17089/) (2023)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting](https://mlsanity.com/paper/2403.15530/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [3D Gaussian as a New Era: A Survey](https://mlsanity.com/paper/2402.07181/) (2024)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering](https://mlsanity.com/paper/2402.10128/) (2024)
- [HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting](https://mlsanity.com/paper/2311.17061/) (2023)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [AbsGS: Recovering Fine Details for 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10484/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [DiffGS: Functional Gaussian Splatting Diffusion](https://mlsanity.com/paper/2410.19657/) (2024)

## Abstract (arXiv)

Recent advances in 3D Gaussian Splatting (3DGS) have achieved remarkable success in high-fidelity Novel View Synthesis (NVS), yet the optimization process inevitably introduces noisy Gaussian primitives due to the sparse and incomplete initialization from Structure-from-Motion (SfM) point clouds. Most existing methods focus solely on adjusting the positions of primitives during optimization, while neglecting the underlying spatial structure. To this end, we introduce a new perspective by formulating the optimization of 3DGS as a primitive denoising process and propose Denoising-GS, a spatial-aware denoising framework for Gaussian primitives by taking both the positions and spatial structure into consideration. Specifically, we design an optimizer that preserves the spatial optimization flow of primitives, facilitating coherent and directed denoising rather than random perturbations. Building upon this, the Spatial Gradient-based Denoising strategy jointly considers the spatial supports of primitives to ensure gradient-consistent updates. Furthermore, the Uncertainty-based Denoising module estimates primitive-wise uncertainty to prune redundant or noisy primitives, while the Spatial Coherence Refinement strategy selectively splits primitives in sparse regions to maintain structural completeness. Experiments conducted on three benchmark datasets demonstrate that Denoising-GS consistently enhances NVS fidelity while maintaining representation compactness, achieving state-of-the-art performance across all benchmarks. Source code and models will be made publicly available.
