3D Gaussian Splatting as Markov Chain Monte Carlo
Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Weiwei Sun, Jeff Tseng, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, Kwang Moo Yi
TL;DR
This work reframes 3D Gaussian Splatting as a Markov Chain Monte Carlo problem, treating Gaussians as samples from a distribution that encodes scene fidelity. By introducing stochastic gradient Langevin dynamics and a principled relocation mechanism, the method eliminates heuristic cloning/densification and enables automatic, robust optimization with adjustable Gaussian budgets. The approach yields higher rendering quality, reduced sensitivity to initialization, and better efficiency across standard NeRF-related datasets, even surpassing NeRF baselines on the MipNeRF 360 benchmark. Overall, it provides a statistically grounded, scalable framework for 3D scene representations using Gaussian splats that improves robustness and performance in neural rendering tasks.
Abstract
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
