ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery
Yanzhe Lyu, Kai Cheng, Xin Kang, Xuejin Chen
TL;DR
ResGS identifies inflexibilities in 3D-GS densification (split/clone) and introduces a residual split densification in a coarse-to-fine pipeline. The method couples residual-based adaptive detail refinement with image-pyramid supervision and a progressively shifting densification focus to decouple geometry coverage from detail recovery. Empirical results demonstrate state-of-the-art rendering quality on Mip-NeRF360 and strong performance on Tanks&Temples and Deep Blending, with consistent gains when applying residual split across variants. The work offers a versatile, broadly compatible approach for improving 3D-GS-based novel view synthesis with potential for wider adoption in related 3D-GS applications.
Abstract
Recently, 3D Gaussian Splatting (3D-GS) has prevailed in novel view synthesis, achieving high fidelity and efficiency. However, it often struggles to capture rich details and complete geometry. Our analysis reveals that the 3D-GS densification operation lacks adaptiveness and faces a dilemma between geometry coverage and detail recovery. To address this, we introduce a novel densification operation, residual split, which adds a downscaled Gaussian as a residual. Our approach is capable of adaptively retrieving details and complementing missing geometry. To further support this method, we propose a pipeline named ResGS. Specifically, we integrate a Gaussian image pyramid for progressive supervision and implement a selection scheme that prioritizes the densification of coarse Gaussians over time. Extensive experiments demonstrate that our method achieves SOTA rendering quality. Consistent performance improvements can be achieved by applying our residual split on various 3D-GS variants, underscoring its versatility and potential for broader application in 3D-GS-based applications.
