Exploration Matters for Escaping the Blur Trap in 3D Gaussian Splatting
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Abstract (arXiv)
3D Gaussian Splatting (3DGS) employs Gaussian primitives for explicit scene representation, facilitating real-time, high-fidelity reconstruction and novel view synthesis of complex scenes. However, the explicit modeling inherent in 3DGS introduces a gradient bias during optimization, rendering its non-convex optimization process highly susceptible to convergence toward local suboptimal solutions. This constitutes a fundamental limitation in 3DGS optimization, which we term the Blur Trap. To address this limitation, we integrate simple explicit exploration into the 3DGS optimization framework. First, through rigorous mathematical analysis of the 3DGS optimization formulation, we identify the underlying optimization bias responsible for the Blur Trap and categorize it into two distinct subtypes: the Far-Side Blur Trap and the Near-Side Blur Trap. Subsequently, we propose two highly straightforward exploration strategies (Random Seeding and Random Splitting) to mitigate the far-side and near-side blur traps, respectively. Experimental validation demonstrates that the incorporation of these exploration operators effectively and complementarily overcome the Blur Trap, achieving high-quality rendering performance across multiple datasets. Project page: https://chengbo-wang.github.io/ExploreGS/
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 30 of its 40 references that are in the map. First posted on arXiv 20 Jul 2026.
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30 of 40 references.
References · 30
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,032
- 2024Depth Anything V2cited by 1,422
- 2017Curiosity-driven Exploration by Self-supervised Predictioncited by 1,194
- 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,157
- 2018Exploration by Random Network Distillationcited by 993
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 695
- 2016Unifying Count-Based Exploration and Intrinsic Motivationcited by 639
- 2023DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Visioncited by 537
- 2017How to Escape Saddle Points Efficientlycited by 285
- 2024PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstructioncited by 285
- 2017Noisy Networks for Explorationcited by 266
18 more
- 2015Escaping From Saddle Points --- Online Stochastic Gradient for Tensor Decompositioncited by 243
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 213
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 204
- 2017Parameter Space Noise for Explorationcited by 161
- 2017Deep Exploration via Randomized Value Functionscited by 156
- 2024Revising Densification in Gaussian Splattingcited by 128
- 2024Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splattingcited by 113
- 2024RaDe-GS: Rasterizing Depth in Gaussian Splattingcited by 111
- 2023A Large-Scale Outdoor Multi-modal Dataset and Benchmark for Novel View Synthesis and Implicit Scene Reconstructioncited by 32
- 2025EDGS: Eliminating Densification for Efficient Convergence of 3DGScited by 22
- 20253DGS2: Near Second-order Converging 3D Gaussian Splattingcited by 19
- 2025SeeLe: A Unified Acceleration Framework for Real-Time Gaussian Splattingcited by 9
- 2025Gradient-Direction-Aware Density Control for 3D Gaussian Splattingcited by 7
- 2024Faster and Better 3D Splatting via Group Trainingcited by 6
- 2025HoGS: Unified Near and Far Object Reconstruction via Homogeneous Gaussian Splattingcited by 5
- 2025Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splattingcited by 5
- 2026Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Listscited by 4
- 2025Opt3DGS: Optimizing 3D Gaussian Splatting with Adaptive Exploration and Curvature-Aware Exploitationcited by 2
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