# Exploration Matters for Escaping the Blur Trap in 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2607.17965 · HTML: https://mlsanity.com/paper/2607.17965/

## 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.

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

- [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)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [Curiosity-driven Exploration by Self-supervised Prediction](https://mlsanity.com/paper/1705.05363/) (2017)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Exploration by Random Network Distillation](https://mlsanity.com/paper/1810.12894/) (2018)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Unifying Count-Based Exploration and Intrinsic Motivation](https://mlsanity.com/paper/1606.01868/) (2016)
- [DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision](https://mlsanity.com/paper/2312.16256/) (2023)
- [How to Escape Saddle Points Efficiently](https://mlsanity.com/paper/1703.00887/) (2017)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [Noisy Networks for Exploration](https://mlsanity.com/paper/1706.10295/) (2017)
- [Escaping From Saddle Points --- Online Stochastic Gradient for Tensor Decomposition](https://mlsanity.com/paper/1503.02101/) (2015)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [Parameter Space Noise for Exploration](https://mlsanity.com/paper/1706.01905/) (2017)
- [Deep Exploration via Randomized Value Functions](https://mlsanity.com/paper/1703.07608/) (2017)
- [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)
- [RaDe-GS: Rasterizing Depth in Gaussian Splatting](https://mlsanity.com/paper/2406.01467/) (2024)
- [A Large-Scale Outdoor Multi-modal Dataset and Benchmark for Novel View Synthesis and Implicit Scene Reconstruction](https://mlsanity.com/paper/2301.06782/) (2023)
- [EDGS: Eliminating Densification for Efficient Convergence of 3DGS](https://mlsanity.com/paper/2504.13204/) (2025)
- [3DGS2: Near Second-order Converging 3D Gaussian Splatting](https://mlsanity.com/paper/2501.13975/) (2025)
- [SeeLe: A Unified Acceleration Framework for Real-Time Gaussian Splatting](https://mlsanity.com/paper/2503.05168/) (2025)
- [Gradient-Direction-Aware Density Control for 3D Gaussian Splatting](https://mlsanity.com/paper/2508.09239/) (2025)
- [Faster and Better 3D Splatting via Group Training](https://mlsanity.com/paper/2412.07608/) (2024)
- [HoGS: Unified Near and Far Object Reconstruction via Homogeneous Gaussian Splatting](https://mlsanity.com/paper/2503.19232/) (2025)
- [Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting](https://mlsanity.com/paper/2509.24421/) (2025)
- [Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Lists](https://mlsanity.com/paper/2603.09277/) (2026)
- [Opt3DGS: Optimizing 3D Gaussian Splatting with Adaptive Exploration and Curvature-Aware Exploitation](https://mlsanity.com/paper/2511.13571/) (2025)

## 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/
