Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting
Chuandong Liu, Huijiao Wang, Lei Yu, Gui-Song Xia
TL;DR
MixGS tackles large-scale 3D scene reconstruction by replacing divide-and-conquer block training with a holistic optimization that jointly learns a coarse global Gaussian prior and view-aware refinements. It encodes visible Gaussians using a multi-resolution hash representation, decodes enriched Gaussians via a lightweight MLP, and mixes decoded Gaussians with the original to preserve global coherence and restore fine details. A three-stage training schedule optimizes global structure first, then local detail, and finally jointly refines both, enabling high-quality rendering on a single 24GB GPU with real-time performance. Extensive experiments on UrbanScene3D and Mill19 show state-of-the-art SSIM and competitive PSNR/LPIPS, with robust ablations confirming the importance of hash encoding, auxiliary features, offset pooling, and Gaussian mixing for global-local fidelity.
Abstract
Recent advances in 3D Gaussian Splatting have shown remarkable potential for novel view synthesis. However, most existing large-scale scene reconstruction methods rely on the divide-and-conquer paradigm, which often leads to the loss of global scene information and requires complex parameter tuning due to scene partitioning and local optimization. To address these limitations, we propose MixGS, a novel holistic optimization framework for large-scale 3D scene reconstruction. MixGS models the entire scene holistically by integrating camera pose and Gaussian attributes into a view-aware representation, which is decoded into fine-detailed Gaussians. Furthermore, a novel mixing operation combines decoded and original Gaussians to jointly preserve global coherence and local fidelity. Extensive experiments on large-scale scenes demonstrate that MixGS achieves state-of-the-art rendering quality and competitive speed, while significantly reducing computational requirements, enabling large-scale scene reconstruction training on a single 24GB VRAM GPU. The code will be released at https://github.com/azhuantou/MixGS.
