Counting Contributions, Not Views: Occlusion-Aware Densification for 3D Gaussian Splatting
3D Gaussian Splatting grows a dense scene from a sparse initialization through adaptive density control (ADC), driven by per-Gaussian statistics gathered during rendering.
ProofPaper ↗
Key points
- These statistics pass a frustum-based visibility filter blind to occlusion: fully occluded Gaussians still count as observed, diluting the averaged gradient signal and suppressing densification precisely where geometry is occluded.
- We correct this with an occlusion-aware filter that restricts densification statistics to views in which a Gaussian actually contributes, and replace the criterion's raw view-count normalizer with an average-contribution one.
- Integrated into a StopThePop-based framework, the two together improve every image-quality metric over the occlusion-blind baseline on occlusion-heavy scenes (up to 6% lower LPIPS), at less than half the Gaussians a view-count normalizer requires.
- Under the longer schedules these large scenes require, the count stays bounded where most criteria diverge, and on smaller benchmarks our method stays competitive at a fraction of the competitors' count.
Sources (1)
- [1]Counting Contributions, Not Views: Occlusion-Aware Densification for 3D Gaussian SplattingarXiv (AI, ML, NLP, CV, robotics, multi-agent) · Oct 19, 06:09 PM
3D Gaussian Splatting grows a dense scene from a sparse initialization through adaptive density control (ADC), driven by per-Gaussian statistics gathered during rendering.
These statistics pass a frustum-based visibility filter blind to occlusion: fully occluded Gaussians still count as observed, diluting the averaged gradient signal and suppressing densification precisely where geometry is occluded.
Extractive summary: sentences quoted from the sources.
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