Revising Densification in Gaussian Splatting
Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder
TL;DR
This work identifies deficiencies in Adaptive Density Control for 3D Gaussian Splatting, particularly how densification is triggered and the lack of explicit budgeting. It introduces a pixel-error-driven densification framework that redistributes per-pixel errors to Gaussian primitives and uses a max-view error as a robust densification score, along with correcting a cloning opacity bias and implementing growth budgets. Through extensive experiments on Mip-NeRF 360, Tanks and Temples, and Deep Blending, the approach yields consistent perceptual improvements (notably LPIPS) while maintaining efficiency, and ablations confirm the contribution of each component. The method advances practical 3DGS deployment by improving high-frequency region reconstruction and training stability, with potential for combination with other refinements like Spec-Gaussian or GS++.
Abstract
In this paper, we address the limitations of Adaptive Density Control (ADC) in 3D Gaussian Splatting (3DGS), a scene representation method achieving high-quality, photorealistic results for novel view synthesis. ADC has been introduced for automatic 3D point primitive management, controlling densification and pruning, however, with certain limitations in the densification logic. Our main contribution is a more principled, pixel-error driven formulation for density control in 3DGS, leveraging an auxiliary, per-pixel error function as the criterion for densification. We further introduce a mechanism to control the total number of primitives generated per scene and correct a bias in the current opacity handling strategy of ADC during cloning operations. Our approach leads to consistent quality improvements across a variety of benchmark scenes, without sacrificing the method's efficiency.
