TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates
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Abstract (arXiv)
3D Gaussian Splatting has become a de facto scene representation for novel view synthesis, yet robustly learning 3D Gaussian primitives from visual input remains challenging. Standard optimization relies on gradient-based updates, but a common issue is the gradient vanishing phenomenon: a pixel far from a Gaussian primitive often has diminishing gradient magnitudes to influence primitive attributes, resulting in suboptimal scene reconstruction. In this paper, we propose a method to address gradient vanishing with a piecewise truncated gradient formulation that improves the optimization stability and robustness to initializations. We show that our method consistently improves 3D Gaussian Splatting with random and COLMAP initializations while being generalizable across static and dynamic Gaussian Splatting. As a by-product, we also examine the limitations of current benchmarks for dynamic scenes, and introduce a novel dataset for benchmarking dynamic Gaussian Splatting using synthetic 3D scenes. We demonstrate the effectiveness of our method in both static and dynamic settings for the public benchmarks and our proposed dataset.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 35 of its 48 references that are in the map. First posted on arXiv 3 Sep 2026.
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35 of 48 references.
References · 35
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,144
- 2023Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstructioncited by 753
- 2024LGM: Large Multi-View Gaussian Model for High-Resolution 3D Content Creationcited by 730
- 2023HexPlane: A Fast Representation for Dynamic Scenescited by 582
- 2023Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splattingcited by 470
- 2022Fast Dynamic Radiance Fields with Time-Aware Neural Voxelscited by 344
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 20244D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenescited by 185
- 2021Efficient Neural Radiance Fields for Interactive Free-viewpoint Videocited by 150
23 more
- 2024Flash3D: Feed-Forward Generalisable 3D Scene Reconstruction from a Single Imagecited by 113
- 2024Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splattingcited by 111
- 2024Fully Explicit Dynamic Gaussian Splattingcited by 75
- 2023A Compact Dynamic 3D Gaussian Representation for Real-Time Dynamic View Synthesiscited by 59
- 2024LP-3DGS: Learning to Prune 3D Gaussian Splattingcited by 53
- 2025FreeTimeGS: Free Gaussian Primitives at Anytime and Anywhere for Dynamic Scene Reconstructioncited by 53
- 2024Grid4D: 4D Decomposed Hash Encoding for High-Fidelity Dynamic Gaussian Splattingcited by 49
- 20244D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenescited by 37
- 2024Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstructioncited by 18
- 2023PAPR: Proximity Attention Point Renderingcited by 16
- 2024SfM-Free 3D Gaussian Splatting via Hierarchical Trainingcited by 12
- 2025LocalDyGS: Multi-view Global Dynamic Scene Modeling via Adaptive Local Implicit Feature Decouplingcited by 12
- 20244D Scaffold Gaussian Splatting with Dynamic-Aware Anchor Growing for Efficient and High-Fidelity Dynamic Scene Reconstructioncited by 11
- 2024Learnable Infinite Taylor Gaussian for Dynamic View Renderingcited by 11
- 2025Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representationcited by 11
- 2025AD-GS: Alternating Densification for Sparse-Input 3D Gaussian Splattingcited by 8
- 2025Physics-Informed Deformable Gaussian Splatting: Towards Unified Constitutive Laws for Time-Evolving Material Fieldcited by 6
- 2025ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction With Fewer Primitivescited by 5
- 2025Clustered Error Correction with Grouped 4D Gaussian Splattingcited by 4
- 2026Prune Wisely, Reconstruct Sharply: Compact 3D Gaussian Splatting via Adaptive Pruning and Difference-of-Gaussian Primitivescited by 4
- 2025Disentangled 4D Gaussian Splatting: Rendering High-Resolution Dynamic World at 343 FPScited by 1
- 2026Decoupling Motion and Geometry in 4D Gaussian Splattingcited by 1
- 2026TRiGS: Temporal Rigid-Body Motion for Scalable 4D Gaussian Splattingcited by 1
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