On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy
Letian Huang, Jiayang Bai, Jie Guo, Yuanqi Li, Yanwen Guo
TL;DR
This work analyzes projection errors in 3D Gaussian Splatting that arise from the local affine projection of Gaussian primitives. It derives an error measure $\epsilon(\boldsymbol{\mu}')$ via the Taylor remainder $R_1(\mathbf{x}')$ and shows how the error depends on the Gaussian mean, enabling identification of extrema. Building on this, it introduces Optimal Gaussian Splatting, projecting each Gaussian onto a plane tangent to the unit sphere along the line to the camera center, yielding an optimal projection function $\varphi_p$ with Jacobian $\mathbf{J_p}$ that can accommodate various camera models. A Unit Sphere Based Rasterizer is then proposed to render by evaluating tangent-plane Gaussians and alpha-blending them, preserving real-time performance. Experiments across 13 real scenes demonstrate reduced artifacts and improved rendering quality compared to the original 3D-GS and competitive results with NeRF-based methods, especially at short focal lengths, highlighting practical robustness and broad applicability.
Abstract
3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance, and robustness in sparse viewpoints, leading to various improvements. However, there has been a notable lack of attention to the fundamental problem of projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting, which can accommodate a variety of camera models. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.
