3D Gaussian Splatting as Markov Chain Monte Carlo
Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Weiwei Sun, Yang-Che Tseng, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, Kwang Moo Yi
摘要
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper99
- EDGS: Eliminating Densification for Efficient Convergence of 3DGSDmytro Kotovenko, Olga Grebenkova, Björn OmmerCVPR 2026 · 被引用 28 次
- Optimized Minimal 3D Gaussian SplattingJoo Chan Lee, Jong Hwan Ko, Eunbyung ParkNeurIPS 2025 · 被引用 27 次
- Stable Virtual Camera: Generative View Synthesis with Diffusion ModelsJensen Zhou, Hang Gao, Vikram Voleti, Aaryaman Vasishta 等ICCV 2025 · 被引用 25 次
- MeshSplatting: Differentiable Rendering with Opaque MeshesJan Held, Sanghyun Son, Renaud Vandeghen, Daniel Rebain 等CVPR 2026 · 被引用 25 次
- LinPrim: Linear Primitives for Differentiable Volumetric RenderingNicolas von Lützow, Matthias NießnerNeurIPS 2025 · 被引用 22 次
它引用的顶会 Paper23
- 3D Gaussian Splatting for Real-Time Radiance Field RenderingBernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George DrettakisSIGGRAPH 2023 · 被引用 5,687 次
- Instant neural graphics primitives with a multiresolution hash encodingThomas Müller, Alex Evans, Christoph Schied, Alexander KellerSIGGRAPH 2022 · 被引用 4,089 次
- Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Matthew Tancik, Peter Hedman 等ICCV 2021 · 被引用 2,700 次
- Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance FieldsJonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan 等CVPR 2022 · 被引用 1,603 次
- PlenOctrees for Real-time Rendering of Neural Radiance FieldsAlex Yu, Ruilong Li, Matthew Tancik, Hao Li 等ICCV 2021 · 被引用 1,284 次
相关 Paper
- MCGS: Markov Chain Gaussian Splatting for Dynamic Scenes ReconstructionYuzhong Wang, Wenmin Wang, Shixiong Zhang, Xinxing Yu 等AAAI 2026 · 被引用 1 次
- PCGS: Deblurring 3D Gaussian Splatting with Patch ComparisonYilong Li, Bo Pang, Zhongtao Wang, Mai Su 等ICML 2026
- A Step to Decouple Optimization in 3DGSRenjie Ding, Yaonan Wang, Min Liu, Jialin Zhu 等ICLR 2026
- Opt3DGS: Optimizing 3D Gaussian Splatting with Adaptive Exploration and Curvature-Aware ExploitationZiyang Huang, Jiagang Chen, Jin Liu, Shunping JiAAAI 2026
- GaussianPro: 3D Gaussian Splatting with Progressive PropagationKai Cheng, Xiaoxiao Long, Kaizhi Yang, Yao Yao 等ICML 2024 · 被引用 241 次
