3DGBGS: 3D Granular Ball Gaussian Splatting for Compact Novel View Synthesis
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Abstract (arXiv)
Three-dimensional Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis through explicit Gaussian primitives and differentiable rasterization. 3DGS and Granular Ball Computing (GBC), proposed in 2019, share a natural compatibility in adaptive representation. The efficiency of 3DGS partly stems from a coarse-to-fine and on-demand refinement process that draws on the generation principle of GBC. This connection motivates us to further introduce adaptive granular ball organization into anchor-based 3DGS. Existing anchor-based methods typically construct anchors from sparse SfM point clouds through fixed voxelization, which cannot adequately adapt to spatially non-uniform point distributions and leads to a trade-off among anchor count, model compactness, and rendering quality. To address this issue, we propose 3DGBGS (3D Granular Ball Gaussian Splatting), a compact anchor-based framework for novel-view synthesis. 3DGBGS adaptively partitions SfM point clouds into 3D granular balls, using larger balls to compactly represent smooth and redundant regions and smaller balls to preserve complex geometry and local details. Based on this representation, Granular Ball Anchor Initialization (GBAI) uses granular ball centers to initialize compact anchor positions, while the Granular Ball Scale Prior (GBSP) exploits granular ball radii to provide local scale priors for Gaussian generation. Experiments on four benchmarks show that 3DGBGS reduces initial and final anchors by 37.1% and 10.0%, respectively, and model storage by 9.8% on average, while maintaining comparable rendering quality.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 33 of its 61 references that are in the map. First posted on arXiv 29 Jul 2026.
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33 of 61 references.
References · 33
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- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
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- 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,157
- 2023Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesiscited by 737
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- 2021BARF: Bundle-Adjusting Neural Radiance Fieldscited by 642
21 more
- 2021RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputscited by 615
- 2023DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenescited by 360
- 2019DeepView: View Synthesis with Learned Gradient Descentcited by 253
- 2021BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Renderingcited by 229
- 2024HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compressioncited by 209
- 2023COLMAP-Free 3D Gaussian Splattingcited by 193
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- 2024ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Modelcited by 102
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- 2025Finding Time Series Anomalies using Granular-ball Vector Data Descriptioncited by 2
- 2022Granular-Ball Fuzzy Set and Its Implementation in SVMcited by 1
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