# Signal Structure-Aware Gaussian Splatting for Large-Scale Scene Reconstruction

arXiv: https://arxiv.org/abs/2607.01698 · HTML: https://mlsanity.com/paper/2607.01698/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 24 of its 28 references that are in the map.
- First posted on arXiv 2 Jul 2026.

## Builds on (most cited first, 24 of 24)

- [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)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [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)
- [BARF: Bundle-Adjusting Neural Radiance Fields](https://mlsanity.com/paper/2104.06405/) (2021)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (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)
- [NeRF: Neural Radiance Field in 3D Vision: A Comprehensive Review (Updated Post-Gaussian Splatting)](https://mlsanity.com/paper/2210.00379/) (2022)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Capturing, Reconstructing, and Simulating: the UrbanScene3D Dataset](https://mlsanity.com/paper/2107.04286/) (2021)
- [DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus](https://mlsanity.com/paper/2405.13943/) (2024)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction](https://mlsanity.com/paper/2412.04887/) (2024)
- [BlockGaussian: Efficient Large-Scale Scene Novel View Synthesis via Adaptive Block-Based Gaussian Splatting](https://mlsanity.com/paper/2504.09048/) (2025)
- [GeoNLF: Geometry guided Pose-Free Neural LiDAR Fields](https://mlsanity.com/paper/2407.05597/) (2024)

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

- [TopoGS: Topology-Aware Anchor Feature Aggregation for Large-Scale 3D Gaussian Splatting](https://mlsanity.com/paper/2609.27868/) (2026)
- [Gauss What You Need: Compact Gaussian Splatting Across Scene Scales](https://mlsanity.com/paper/2609.31248/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting has demonstrated remarkable potential in novel view synthesis. In contrast to small-scale scenes, large-scale scenes inevitably contain sparsely observed regions with excessively sparse initial points. In this case, supervising Gaussians initialized from low-frequency sparse points with high-frequency images often induces uncontrolled densification and redundant primitives, degrading both efficiency and quality. Intuitively, this issue can be mitigated with scheduling strategies, which can be categorized into two paradigms: modulating target signal frequency via densification and modulating sampling frequency via image resolution. However, previous scheduling strategies are primarily hardcoded, failing to perceive the convergence behavior of scene frequency. To address this, we reframe the scene reconstruction problem from the perspective of signal structure recovery and propose SIG, a novel scheduler that synchronizes image supervision with Gaussian frequencies. Specifically, we derive the average sampling frequency and bandwidth of 3D representations, and then regulate the training image resolution and the Gaussian densification process based on scene frequency convergence. Furthermore, we introduce Sphere-Constrained Gaussians, which leverage the spatial prior of initialized point clouds to control Gaussian optimization. Our framework enables frequency-consistent, geometry-aware, and floater-free training, achieving state-of-the-art performance by a substantial margin in both efficiency and rendering quality in large-scale scenes. The code is available at: https://github.com/weiyixue999/Signal_Structure_Aware_Gaussian
