What Builds the Scene? Luminance Dominates Geometry Formation in 3D Gaussian Splatting
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Abstract (arXiv)
Standard 3D Gaussian Splatting (3DGS) learns geometry and appearance jointly from RGB supervision, making it difficult to isolate how luminance and chroma contribute to the learned representation. We study this by training models under different channel supervision, freezing their non-appearance parameters (position, scale, rotation, and opacity), and re-estimating appearance with the same solver before comparing held-out reconstruction. Across eleven benchmark scenes with four independent runs each, geometry learned from luminance alone supports held-out reconstruction 0.085 dB below RGB-trained geometry on average. If chroma is deleted from a trained model, a sufficiently expressive solver can re-fit it on the frozen geometry to the original quality or slightly better. Higher-order spherical harmonics contribute much more reconstruction quality to luminance than to chroma, improving PSNR by 1.44 dB versus 0.19 dB on average, although on mirror-like surfaces hue does still change with viewpoint. The luminance advantage is even larger when geometry is being formed. Chroma-only supervision produces geometry 3.9-5.5 dB worse than luminance-only supervision after the same appearance solve; densification explains part of this gap. Overall, geometry formation in standard 3DGS is strongly luminance-dominated but not luminance-exclusive, and much of the chromatic appearance can be recovered after spatial support has formed.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 26 of its 37 references that are in the map. First posted on arXiv 30 Sep 2026.
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26 of 37 references.
References · 26
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fieldscited by 569
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2023Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesiscited by 232
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2024Reducing the Memory Footprint of 3D Gaussian Splattingcited by 129
- 2024Revising Densification in Gaussian Splattingcited by 127
- 2024FreGS: 3D Gaussian Splatting with Progressive Frequency Regularizationcited by 103
- 2024AbsGS: Recovering Fine Details for 3D Gaussian Splattingcited by 80
- 2025FastGS: Training 3D Gaussian Splatting in 100 Secondscited by 39
14 more
- 2025Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustmentcited by 27
- 2024Colorizing Monochromatic Radiance Fieldscited by 7
- 2025From Coarse to Fine: Learnable Discrete Wavelet Transforms for Efficient 3D Gaussian Splattingcited by 6
- 2025EntropyGS: An Efficient Entropy Coding on 3D Gaussian Splattingcited by 6
- 2023ChromaDistill: Colorizing Monochrome Radiance Fields with Knowledge Distillationcited by 5
- 2025Optimized 3D Gaussian Splatting using Coarse-to-Fine Image Frequency Modulationcited by 4
- 2025Color3D: Controllable and Consistent 3D Colorization with Personalized Colorizercited by 2
- 2026Structured Image-based Coding for Efficient Gaussian Splatting Compressioncited by 2
- 2026HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splattingcited by 2
- 2025High Dynamic Range 3D Gaussian Splatting via Luminance-Chromaticity Decompositioncited by 1
- 2026Thinking Like Van Gogh: Structure-Aware Style Transfer via Flow-Guided 3D Gaussian Splattingcited by 1
- 2026PDF-GS: Progressive Distractor Filtering for Robust 3D Gaussian Splattingcited by 1
- 2026When 3D Gaussian Splatting Recovers Real Surfacescited by 1
- 2026Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editingcited by 1
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