Micro-splatting: Multistage Isotropy-informed Covariance Regularization Optimization for High-Fidelity 3D Gaussian Splatting
- URL: http://arxiv.org/abs/2504.05740v2
- Date: Tue, 02 Sep 2025 10:05:44 GMT
- Title: Micro-splatting: Multistage Isotropy-informed Covariance Regularization Optimization for High-Fidelity 3D Gaussian Splatting
- Authors: Jee Won Lee, Hansol Lim, Sooyeun Yang, Jongseong Brad Choi,
- Abstract summary: Micro-Splatting is a unified, in-training pipeline that preserves visual detail while drastically reducing model complexity.<n>On four object-centric benchmarks, Micro-Splatting reduces splat count and model size by up to 60% and shortens training by 20%.<n>Results demonstrate that Micro-Splatting delivers both compactness and high fidelity in a single, efficient, end-to-end framework.
- Score: 1.5582756275568836
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: High-fidelity 3D Gaussian Splatting methods excel at capturing fine textures but often overlook model compactness, resulting in massive splat counts, bloated memory, long training, and complex post-processing. We present Micro-Splatting: Two-Stage Adaptive Growth and Refinement, a unified, in-training pipeline that preserves visual detail while drastically reducing model complexity without any post-processing or auxiliary neural modules. In Stage I (Growth), we introduce a trace-based covariance regularization to maintain near-isotropic Gaussians, mitigating low-pass filtering in high-frequency regions and improving spherical-harmonic color fitting. We then apply gradient-guided adaptive densification that subdivides splats only in visually complex regions, leaving smooth areas sparse. In Stage II (Refinement), we prune low-impact splats using a simple opacity-scale importance score and merge redundant neighbors via lightweight spatial and feature thresholds, producing a lean yet detail-rich model. On four object-centric benchmarks, Micro-Splatting reduces splat count and model size by up to 60% and shortens training by 20%, while matching or surpassing state-of-the-art PSNR, SSIM, and LPIPS in real-time rendering. These results demonstrate that Micro-Splatting delivers both compactness and high fidelity in a single, efficient, end-to-end framework.
Related papers
- MuSASplat: Efficient Sparse-View 3D Gaussian Splats via Lightweight Multi-Scale Adaptation [92.57609195819647]
MuSASplat is a novel framework that dramatically reduces the computational burden of training pose-free feed-forward 3D Gaussian splats models.<n>Central to our approach is a lightweight Multi-Scale Adapter that enables efficient fine-tuning of ViT-based architectures with only a small fraction of training parameters.
arXiv Detail & Related papers (2025-12-08T04:56:46Z) - Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting [37.17972426764452]
We propose a dual-hierarchy framework that integrates proxy Gaussian representations with order-independent rendering techniques.<n>By seamlessly combining our framework with Order-Independent Transparency (OIT), we develop a physically inspired weighted sum rendering technique that simultaneously eliminates "popping" and "transparency" artifacts.<n>Our results validate the advantages of the OIT rendering paradigm in Gaussian Splatting, achieving high-quality rendering with an impressive 1.5 to 4 speedup over existing OIT based Gaussian Splatting approaches.
arXiv Detail & Related papers (2025-08-05T07:44:30Z) - Improving Progressive Generation with Decomposable Flow Matching [50.63174319509629]
Decomposable Flow Matching (DFM) is a simple and effective framework for the progressive generation of visual media.<n>On Imagenet-1k 512px, DFM achieves 35.2% improvements in FDD scores over the base architecture and 26.4% over the best-performing baseline.
arXiv Detail & Related papers (2025-06-24T17:58:02Z) - Metropolis-Hastings Sampling for 3D Gaussian Reconstruction [24.110069582862465]
We propose an adaptive sampling framework for 3D Gaussian Splatting (3DGS)<n>Our framework overcomes limitations by reformulating densification and pruning as a probabilistic sampling process.<n>Our approach enhances computational efficiency while matching or modestly surpassing the view-synthesis quality of state-of-the-art models.
arXiv Detail & Related papers (2025-06-15T19:12:37Z) - LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering [75.67501939005119]
We present a novel level-of-detail (LOD) method for 3D Gaussian Splatting on memory-constrained devices.<n>Our approach iteratively selects optimal subsets of Gaussians based on camera distance.<n>Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets.
arXiv Detail & Related papers (2025-05-29T06:50:57Z) - Steepest Descent Density Control for Compact 3D Gaussian Splatting [72.54055499344052]
3D Gaussian Splatting (3DGS) has emerged as a powerful real-time, high-resolution novel view.<n>We propose a theoretical framework that demystifies and improves density control in 3DGS.<n>We introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud.
arXiv Detail & Related papers (2025-05-08T18:41:38Z) - Second-order Optimization of Gaussian Splats with Importance Sampling [51.95046424364725]
3D Gaussian Splatting (3DGS) is widely used for novel view rendering due to its high quality and fast inference time.
We propose a novel second-order optimization strategy based on Levenberg-Marquardt (LM) and Conjugate Gradient (CG)
Our method achieves a $3times$ speedup over standard LM and outperforms Adam by $6times$ when the Gaussian count is low.
arXiv Detail & Related papers (2025-04-17T12:52:08Z) - FreeSplat++: Generalizable 3D Gaussian Splatting for Efficient Indoor Scene Reconstruction [50.534213038479926]
FreeSplat++ is an alternative approach to large-scale indoor whole-scene reconstruction.<n>Our method with depth-regularized per-scene fine-tuning demonstrates substantial improvements in reconstruction accuracy and a notable reduction in training time.
arXiv Detail & Related papers (2025-03-29T06:22:08Z) - PanopticSplatting: End-to-End Panoptic Gaussian Splatting [20.04251473153725]
We propose PanopticSplatting, an end-to-end system for open-vocabulary panoptic reconstruction.<n>Our method introduces query-guided Gaussian segmentation with local cross attention, lifting 2D instance masks without cross-frame association.<n>Our method demonstrates strong performances in 3D scene panoptic reconstruction on the ScanNet-V2 and ScanNet++ datasets.
arXiv Detail & Related papers (2025-03-23T13:45:39Z) - ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes [81.48624894781257]
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required.<n>Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency.<n>We propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality.
arXiv Detail & Related papers (2025-03-21T18:55:14Z) - Uncertainty-Aware Normal-Guided Gaussian Splatting for Surface Reconstruction from Sparse Image Sequences [21.120659841877508]
3D Gaussian Splatting (3DGS) has achieved impressive rendering performance in novel view synthesis.<n>We propose Uncertainty-aware Normal-Guided Gaussian Splatting (UNG-GS) to quantify geometric uncertainty within the 3DGS pipeline.<n>UNG-GS significantly outperforms state-of-the-art methods in both sparse and dense sequences.
arXiv Detail & Related papers (2025-03-14T08:18:12Z) - DyGASR: Dynamic Generalized Exponential Splatting with Surface Alignment for Accelerated 3D Mesh Reconstruction [1.2891210250935148]
We propose DyGASR, which utilizes generalized exponential function instead of traditional 3D Gaussian to decrease the number of particles.
We also introduce Generalized Surface Regularization (GSR), which reduces the smallest scaling vector of each point cloud to zero.
Our approach surpasses existing 3DGS-based mesh reconstruction methods, demonstrating a 25% increase in speed, and a 30% reduction in memory usage.
arXiv Detail & Related papers (2024-11-14T03:19:57Z) - MeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Rendering [61.64903786502728]
We propose a novel approach that integrates mesh representation with 3D Gaussian splats to perform high-quality rendering of reconstructed real-world scenes.
We consider the distance between each Gaussian splat and the mesh surface to distinguish between tightly-bound and loosely-bound splats.
Our method surpasses recent mesh-based neural rendering techniques by achieving a 2dB higher PSNR, and outperforms mesh-based Gaussian splatting methods by 1.3 dB PSNR.
arXiv Detail & Related papers (2024-10-11T16:07:59Z) - Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes [59.17785932398617]
High-quality view synthesis relies on volume rendering, splatting, or surface rendering.<n>We present a novel representation for real-time view synthesis where the number of sampling locations is small and bounded.<n>We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order.
arXiv Detail & Related papers (2024-09-04T07:18:26Z) - Correspondence-Guided SfM-Free 3D Gaussian Splatting for NVS [52.3215552448623]
Novel View Synthesis (NVS) without Structure-from-Motion (SfM) pre-processed camera poses are crucial for promoting rapid response capabilities and enhancing robustness against variable operating conditions.
Recent SfM-free methods have integrated pose optimization, designing end-to-end frameworks for joint camera pose estimation and NVS.
Most existing works rely on per-pixel image loss functions, such as L2 loss.
In this study, we propose a correspondence-guided SfM-free 3D Gaussian splatting for NVS.
arXiv Detail & Related papers (2024-08-16T13:11:22Z) - Splatfacto-W: A Nerfstudio Implementation of Gaussian Splatting for Unconstrained Photo Collections [25.154665328053333]
We introduce Splatfacto-W, an in-trivial approach that integrates per-Gaussian neural color features and per-image appearance embeddings into an rendering process.
Our method improves the Peak Signal-to-Noise Ratio (PSNR) by an average of 5.3 dB compared to 3DGS, enhances training speed by 150 times compared to NeRF-based methods, and achieves a similar rendering speed to 3DGS.
arXiv Detail & Related papers (2024-07-17T04:02:54Z) - FreeSplat: Generalizable 3D Gaussian Splatting Towards Free-View Synthesis of Indoor Scenes [50.534213038479926]
FreeSplat is capable of reconstructing geometrically consistent 3D scenes from long sequence input towards free-view synthesis.
We propose a simple but effective free-view training strategy that ensures robust view synthesis across broader view range regardless of the number of views.
arXiv Detail & Related papers (2024-05-28T08:40:14Z) - CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting [68.94594215660473]
We propose an efficient 3D scene representation, named Compressed Gaussian Splatting (CompGS)
We exploit a small set of anchor primitives for prediction, allowing the majority of primitives to be encapsulated into highly compact residual forms.
Experimental results show that the proposed CompGS significantly outperforms existing methods, achieving superior compactness in 3D scene representation without compromising model accuracy and rendering quality.
arXiv Detail & Related papers (2024-04-15T04:50:39Z) - End-to-End Rate-Distortion Optimized 3D Gaussian Representation [33.20840558425759]
We formulate the compact 3D Gaussian learning as an end-to-end Rate-Distortion Optimization problem.
We introduce dynamic pruning and entropy-constrained vector quantization (ECVQ) that optimize the rate and distortion at the same time.
We verify our method on both real and synthetic scenes, showcasing that RDO-Gaussian greatly reduces the size of 3D Gaussian over 40x.
arXiv Detail & Related papers (2024-04-09T14:37:54Z) - StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering [42.91830228828405]
We present a novel hierarchicalization approach that culls splats with minimal processing overhead.
Our approach is only 4% slower on average than the original Gaussian Splatting.
rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting.
arXiv Detail & Related papers (2024-02-01T11:46:44Z) - GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting [51.96353586773191]
We introduce textbfGS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping system.
Our method utilizes a real-time differentiable splatting rendering pipeline that offers significant speedup to map optimization and RGB-D rendering.
Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets.
arXiv Detail & Related papers (2023-11-20T12:08:23Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.