PSRGS:Progressive Spectral Residual of 3D Gaussian for High-Frequency Recovery
BoCheng Li, WenJuan Zhang, Bing Zhang, YiLing Yao, YaNing Wang
TL;DR
PSRGS addresses the over-reconstruction artifacts of 3D Gaussian Splatting on large-scale remote sensing data by decoupling the scene into low-frequency geometry and high-frequency texture using a spectral residual saliency map $H(x,y;\mathbf{S})$, learned with an MLP. It applies a depth-aware geometry constraint and a gradient-guided high-frequency texture recovery, complemented by a multi-view perceptual loss from a pre-trained network to sharpen texture while preserving geometry, with a rasterization model $C = \sum_i T_i \sigma_i c_i$. The approach yields improved high-frequency detail and geometric fidelity, demonstrated on mip-NeRF 360 and Lund datasets, and outperforms prior 3D GS variants in large scenes. The method offers practical gains for large-scale remote sensing and other complex 3D scene applications.
Abstract
3D Gaussian Splatting (3D GS) achieves impressive results in novel view synthesis for small, single-object scenes through Gaussian ellipsoid initialization and adaptive density control. However, when applied to large-scale remote sensing scenes, 3D GS faces challenges: the point clouds generated by Structure-from-Motion (SfM) are often sparse, and the inherent smoothing behavior of 3D GS leads to over-reconstruction in high-frequency regions, where have detailed textures and color variations. This results in the generation of large, opaque Gaussian ellipsoids that cause gradient artifacts. Moreover, the simultaneous optimization of both geometry and texture may lead to densification of Gaussian ellipsoids at incorrect geometric locations, resulting in artifacts in other views. To address these issues, we propose PSRGS, a progressive optimization scheme based on spectral residual maps. Specifically, we create a spectral residual significance map to separate low-frequency and high-frequency regions. In the low-frequency region, we apply depth-aware and depth-smooth losses to initialize the scene geometry with low threshold. For the high-frequency region, we use gradient features with higher threshold to split and clone ellipsoids, refining the scene. The sampling rate is determined by feature responses and gradient loss. Finally, we introduce a pre-trained network that jointly computes perceptual loss from multiple views, ensuring accurate restoration of high-frequency details in both Gaussian ellipsoids geometry and color. We conduct experiments on multiple datasets to assess the effectiveness of our method, which demonstrates competitive rendering quality, especially in recovering texture details in high-frequency regions.
