# 3DGBGS: 3D Granular Ball Gaussian Splatting for Compact Novel View Synthesis

arXiv: https://arxiv.org/abs/2607.26578 · HTML: https://mlsanity.com/paper/2607.26578/

## 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.

## Builds on (most cited first, 30 of 33)

- [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 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [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)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes](https://mlsanity.com/paper/2312.07920/) (2023)
- [DeepView: View Synthesis with Learned Gradient Descent](https://mlsanity.com/paper/1906.07316/) (2019)
- [BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering](https://mlsanity.com/paper/2112.05504/) (2021)
- [HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression](https://mlsanity.com/paper/2403.14530/) (2024)
- [COLMAP-Free 3D Gaussian Splatting](https://mlsanity.com/paper/2312.07504/) (2023)
- [GaussianEditor: Editing 3D Gaussians Delicately with Text Instructions](https://mlsanity.com/paper/2311.16037/) (2023)
- [ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model](https://mlsanity.com/paper/2405.20721/) (2024)
- [StyleGaussian: Instant 3D Style Transfer with Gaussian Splatting](https://mlsanity.com/paper/2403.07807/) (2024)
- [An Efficient and Adaptive Granular-ball Generation Method in Classification Problem](https://mlsanity.com/paper/2201.04343/) (2022)
- [Neural Fields in Robotics: A Survey](https://mlsanity.com/paper/2410.20220/) (2024)
- [Granular-ball computing: an efficient, robust, and interpretable adaptive multi-granularity representation and computation method](https://mlsanity.com/paper/2304.11171/) (2023)
- [A Unified Granular-ball Learning Model of Pawlak Rough Set and Neighborhood Rough Set](https://mlsanity.com/paper/2201.03349/) (2022)
- [SOGS: Second-Order Anchor for Advanced 3D Gaussian Splatting](https://mlsanity.com/paper/2503.07476/) (2025)
- [Graph Coarsening via Supervised Granular-Ball for Scalable Graph Neural Network Training](https://mlsanity.com/paper/2412.13842/) (2024)
- [GBC: An Efficient and Adaptive Clustering Algorithm Based on Granular-Ball](https://mlsanity.com/paper/2205.14592/) (2022)
- [Graph-based Representation for Image based on Granular-ball](https://mlsanity.com/paper/2303.02388/) (2023)
- [Granular-ball Representation Learning for Deep CNN on Learning with Label Noise](https://mlsanity.com/paper/2409.03254/) (2024)

## 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.
