Exploration Matters for Escaping the Blur Trap in 3D Gaussian Splatting
- URL: http://arxiv.org/abs/2607.17965v1
- Date: Mon, 20 Jul 2026 14:05:54 GMT
- Title: Exploration Matters for Escaping the Blur Trap in 3D Gaussian Splatting
- Abstract summary: 3D GaussianRandomting (3DGS) employs Gaussian primitives for explicit scene representation, real-time, high-fidelity reconstruction and novel reconstruction.<n>We identify the underlying bias responsible for the Blur Trap and categorize it into two distinct subtypes: the Far-side Blur Trap and the Near-side Blur Trap.
- Score: 7.184840788465046
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: 3D Gaussian Splatting (3DGS) employs Gaussian primitives for explicit scene representation, facilitating real-time, high-fidelity reconstruction and novel view synthesis of complex scenes. However, the explicit modeling inherent in 3DGS introduces a gradient bias during optimization, rendering its non-convex optimization process highly susceptible to convergence toward local suboptimal solutions. This constitutes a fundamental limitation in 3DGS optimization, which we term the Blur Trap. To address this limitation, we integrate simple explicit exploration into the 3DGS optimization framework. First, through rigorous mathematical analysis of the 3DGS optimization formulation, we identify the underlying optimization bias responsible for the Blur Trap and categorize it into two distinct subtypes: the Far-Side Blur Trap and the Near-Side Blur Trap. Subsequently, we propose two highly straightforward exploration strategies (Random Seeding and Random Splitting) to mitigate the far-side and near-side blur traps, respectively. Experimental validation demonstrates that the incorporation of these exploration operators effectively and complementarily overcome the Blur Trap, achieving high-quality rendering performance across multiple datasets. Project page: https://chengbo-wang.github.io/ExploreGS/
Related papers
- NG-GS: NeRF-Guided 3D Gaussian Splatting Segmentation [65.34304674634713]
We introduce NG-GS, a framework for high-quality object segmentation in 3DGS that explicitly addresses boundary discretization.<n>We show that our method achieves photorealistic state-of-the-art performance, with significant gains in boundary mIoU.
arXiv Detail & Related papers (2026-04-16T07:14:07Z) - GS^2: Graph-based Spatial Distribution Optimization for Compact 3D Gaussian Splatting [50.2045409672451]
3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering.<n>It is constrained by the high memory cost due to a huge number of Gaussian points.<n>We propose graph-based spatial distribution optimization for compact 3DGS.
arXiv Detail & Related papers (2026-04-02T10:41:51Z) - Gaussian Herding across Pens: An Optimal Transport Perspective on Global Gaussian Reduction for 3DGS [13.03299802566674]
3DGS has emerged as a powerful technique for radiance field rendering, but it typically requires millions of redundant Gaussian primitives.<n>We propose a novel optimal transport perspective that casts 3DGS compaction as global Gaussian mixture reduction.<n>Our method is applicable to any stage of vanilla or accelerated 3DGS pipelines, providing an efficient and agnostic pathway to lightweight neural rendering.
arXiv Detail & Related papers (2025-06-11T09:04:44Z) - Taming Video Diffusion Prior with Scene-Grounding Guidance for 3D Gaussian Splatting from Sparse Inputs [28.381287866505637]
We propose a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded.<n>We introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences.<n>Our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.
arXiv Detail & Related papers (2025-03-07T01:59:05Z) - TSGaussian: Semantic and Depth-Guided Target-Specific Gaussian Splatting from Sparse Views [18.050257821756148]
TSGaussian is a novel framework that combines semantic constraints with depth priors to avoid geometry degradation in novel view synthesis tasks.<n>Our approach prioritizes computational resources on designated targets while minimizing background allocation.<n>Extensive experiments demonstrate that TSGaussian outperforms state-of-the-art methods on three standard datasets.
arXiv Detail & Related papers (2024-12-13T11:26:38Z) - LP-3DGS: Learning to Prune 3D Gaussian Splatting [71.97762528812187]
We propose learning-to-prune 3DGS, where a trainable binary mask is applied to the importance score that can find optimal pruning ratio automatically.
Experiments have shown that LP-3DGS consistently produces a good balance that is both efficient and high quality.
arXiv Detail & Related papers (2024-05-29T05:58:34Z) - AbsGS: Recovering Fine Details for 3D Gaussian Splatting [10.458776364195796]
3D Gaussian Splatting (3D-GS) technique couples 3D primitives with differentiable Gaussianization to achieve high-quality novel view results.
However, 3D-GS frequently suffers from over-reconstruction issue in intricate scenes containing high-frequency details, leading to blurry rendered images.
We present a comprehensive analysis of the cause of aforementioned artifacts, namely gradient collision.
Our strategy efficiently identifies large Gaussians in over-reconstructed regions, and recovers fine details by splitting.
arXiv Detail & Related papers (2024-04-16T11:44:12Z) - GaussianPro: 3D Gaussian Splatting with Progressive Propagation [49.918797726059545]
3DGS relies heavily on the point cloud produced by Structure-from-Motion (SfM) techniques.
We propose a novel method that applies a progressive propagation strategy to guide the densification of the 3D Gaussians.
Our method significantly surpasses 3DGS on the dataset, exhibiting an improvement of 1.15dB in terms of PSNR.
arXiv Detail & Related papers (2024-02-22T16:00:20Z) - SAGD: Boundary-Enhanced Segment Anything in 3D Gaussian via Gaussian Decomposition [66.56357905500512]
3D Gaussian Splatting has emerged as an alternative 3D representation for novel view synthesis.<n>We propose SAGD, a conceptually simple yet effective boundary-enhanced segmentation pipeline for 3D-GS.<n>Our approach achieves high-quality 3D segmentation without rough boundary issues, which can be easily applied to other scene editing tasks.
arXiv Detail & Related papers (2024-01-31T14:19:03Z) - 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.