Anti-Aliased 2D Gaussian Splatting
Mae Younes, Adnane Boukhayma
TL;DR
We address aliasing in 2D Gaussian Splatting (2DGS) by introducing AA-2DGS, which enforces frequency constraints via a world-space flat smoothing kernel and applies an object-space Mip filter derived from an affine approximation of the ray-splat mapping. The world-space kernel limits primitive frequencies based on training-view sampling, mitigating magnification artifacts, while the per-splat Mip filter transfers screen-space anti-aliasing into the local splat space for efficient, per-pixel filtering. Extensive experiments on Blender, Mip-NeRF 360, and DTU show AA-2DGS consistently improves multi-scale rendering quality over vanilla 2DGS and rivals or surpasses 3DGS-based anti-aliasing approaches, with maintained geometric accuracy. The approach preserves 2DGS’s strengths in depth and normal fidelity, enabling more reliable mesh reconstruction and view-consistent rendering across zooms and varying FOVs, at a modest rendering-time overhead. Limitations remain around the inherent planar nature of 2D Gaussians and fixed filter parameters, which can cause residual artifacts in extreme magnification or grazing-view scenarios.
Abstract
2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an anti-aliased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world-space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object-space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat.
