CVNov 15, 2024
Efficient Density Control for 3D Gaussian SplattingXiaobin Deng, Changyu Diao, Min Li et al.
3D Gaussian Splatting (3DGS) has demonstrated outstanding performance in novel view synthesis, achieving a balance between rendering quality and real-time performance. 3DGS employs Adaptive Density Control (ADC) to increase the number of Gaussians. However, the clone and split operations within ADC are not sufficiently efficient, impacting optimization speed and detail recovery. Additionally, overfitted Gaussians that affect rendering quality may exist, and the original ADC is unable to remove them. To address these issues, we propose two key innovations: (1) Long-Axis Split, which precisely controls the position, shape, and opacity of child Gaussians to minimize the difference before and after splitting. (2) Recovery-Aware Pruning, which leverages differences in recovery speed after resetting opacity to prune overfitted Gaussians, thereby improving generalization performance. Experimental results show that our method significantly enhances rendering quality. Due to resubmission reasons, this version has been abandoned. The improved version is available at https://xiaobin2001.github.io/improved-gs-web .
CVNov 21, 2025
Gradient-Driven Natural Selection for Compact 3D Gaussian SplattingXiaobin Deng, Qiuli Yu, Changyu Diao et al.
3DGS employs a large number of Gaussian primitives to fit scenes, resulting in substantial storage and computational overhead. Existing pruning methods rely on manually designed criteria or introduce additional learnable parameters, yielding suboptimal results. To address this, we propose an natural selection inspired pruning framework that models survival pressure as a regularization gradient field applied to opacity, allowing the optimization gradients--driven by the goal of maximizing rendering quality--to autonomously determine which Gaussians to retain or prune. This process is fully learnable and requires no human intervention. We further introduce an opacity decay technique with a finite opacity prior, which accelerates the selection process without compromising pruning effectiveness. Compared to 3DGS, our method achieves over 0.6 dB PSNR gain under 15\% budgets, establishing state-of-the-art performance for compact 3DGS. Project page https://xiaobin2001.github.io/GNS-web.
CVAug 17, 2025
Improving Densification in 3D Gaussian Splatting for High-Fidelity RenderingXiaobin Deng, Changyu Diao, Min Li et al.
Although 3D Gaussian Splatting (3DGS) has achieved impressive performance in real-time rendering, its densification strategy often results in suboptimal reconstruction quality. In this work, we present a comprehensive improvement to the densification pipeline of 3DGS from three perspectives: when to densify, how to densify, and how to mitigate overfitting. Specifically, we propose an Edge-Aware Score to effectively select candidate Gaussians for splitting. We further introduce a Long-Axis Split strategy that reduces geometric distortions introduced by clone and split operations. To address overfitting, we design a set of techniques, including Recovery-Aware Pruning, Multi-step Update, and Growth Control. Our method enhances rendering fidelity without introducing additional training or inference overhead, achieving state-of-the-art performance with fewer Gaussians.
CVJan 18, 2020
Multi-View Photometric Stereo: A Robust Solution and Benchmark Dataset for Spatially Varying Isotropic MaterialsMin Li, Zhenglong Zhou, Zhe Wu et al.
We present a method to capture both 3D shape and spatially varying reflectance with a multi-view photometric stereo (MVPS) technique that works for general isotropic materials. Our algorithm is suitable for perspective cameras and nearby point light sources. Our data capture setup is simple, which consists of only a digital camera, some LED lights, and an optional automatic turntable. From a single viewpoint, we use a set of photometric stereo images to identify surface points with the same distance to the camera. We collect this information from multiple viewpoints and combine it with structure-from-motion to obtain a precise reconstruction of the complete 3D shape. The spatially varying isotropic bidirectional reflectance distribution function (BRDF) is captured by simultaneously inferring a set of basis BRDFs and their mixing weights at each surface point. In experiments, we demonstrate our algorithm with two different setups: a studio setup for highest precision and a desktop setup for best usability. According to our experiments, under the studio setting, the captured shapes are accurate to 0.5 millimeters and the captured reflectance has a relative root-mean-square error (RMSE) of 9%. We also quantitatively evaluate state-of-the-art MVPS on a newly collected benchmark dataset, which is publicly available for inspiring future research.