# EffGS: Efficient and High-Fidelity Gaussian Splatting

arXiv: https://arxiv.org/abs/2609.39553 · HTML: https://mlsanity.com/paper/2609.39553/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 32 references that are in the map.
- First posted on arXiv 30 Sep 2026.

## Builds on (most cited first, 27 of 27)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction](https://mlsanity.com/paper/2402.17427/) (2024)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Capturing, Reconstructing, and Simulating: the UrbanScene3D Dataset](https://mlsanity.com/paper/2107.04286/) (2021)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering](https://mlsanity.com/paper/2402.10128/) (2024)
- [CityGaussianV2: Efficient and Geometrically Accurate Reconstruction for Large-Scale Scenes](https://mlsanity.com/paper/2411.00771/) (2024)
- [3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt](https://mlsanity.com/paper/2409.12892/) (2024)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds](https://mlsanity.com/paper/2503.18402/) (2025)
- [CityGS-X: A Scalable Architecture for Efficient and Geometrically Accurate Large-Scale Scene Reconstruction](https://mlsanity.com/paper/2503.23044/) (2025)
- [GauU-Scene V2: Assessing the Reliability of Image-Based Metrics with Expansive Lidar Image Dataset Using 3DGS and NeRF](https://mlsanity.com/paper/2404.04880/) (2024)
- [HRGS: Hierarchical Gaussian Splatting for Memory-Efficient High-Resolution 3D Reconstruction](https://mlsanity.com/paper/2506.14229/) (2025)
- [UrbanGS: A Scalable and Efficient Architecture for Geometrically Accurate Large-Scene Reconstruction](https://mlsanity.com/paper/2602.02089/) (2026)
- [Surf3R: Rapid Surface Reconstruction from Sparse RGB Views in Seconds](https://mlsanity.com/paper/2508.04508/) (2025)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis, but existing general-purpose acceleration methods suffer severe rendering quality degradation when extended to more complex, large-scale scenes. To address this issue, we propose EffGS, a more general acceleration framework that improves training and rendering efficiency while maintaining reconstruction quality comparable to or better than vanilla 3DGS across bounded and large-scale scenes. EffGS combines frequency-aware guidance, localized density control, and adaptive primitive scale modulation. First, an importance scoring mechanism combines pixel-wise reconstruction errors with a difference-of-Gaussians mask scheduled over training to provide stage-dependent spatial guidance. Second, localized densification and pruning restricts density modifications to Gaussians with valid projected footprints in the sampled views. Third, learnable per-Gaussian scale modulation adjusts effective primitive extent during optimization while retaining the Compact Box rasterization rule. Extensive experiments on bounded and large-scale scene datasets demonstrate a favorable balance between reconstruction quality, training time, and primitive count. Component ablations and matched-primitive-budget comparisons further support the effectiveness of the framework.
