Research map / 3D vision / Gaussian splatting
DisC-GS: Discontinuity-aware Gaussian Splatting
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Proposes DisC-GS, which pre-scissors projected 2D/3D Gaussians along cubic Bézier boundaries (with a learned per-Gaussian control-point attribute) and uses a Bézier-boundary gradient approximation to keep rendering differentiable, improving novel view synthesis on Mip-NeRF360, Tanks&Temples and Deep Blending.
Problem
Gaussian Splatting renders sharp discontinuities and boundaries poorly because continuous Gaussians spill over edges, and the resulting discontinuous indicator makes rendering non-differentiable for novel view synthesis.
Approach
Attach per-Gaussian cubic Bézier control points that are projected to the image plane to define boundary curves; each Gaussian is scissored by an indicator in the alpha-blending, and a gradient approximation based on solving for the control-point value that flips the indicator restores gradients.
Key results
- On Tanks&Temples, the 2D GS + DisC-GS variant reaches 0.866 SSIM, 24.96 PSNR and 0.120 LPIPS, versus 23.96 PSNR for FreGS (best prior in the table).
- On Mip-NeRF360, the method reports 28.01 PSNR and 0.189 LPIPS, above Mip-Splatting's 27.79 PSNR and 0.203 LPIPS.
- Applying the framework to 3D Gaussian Splatting raises Tanks&Temples PSNR from 23.14 to 24.67 and lowers LPIPS from 0.183 to 0.123.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| apply DisC-GS to 2D Gaussian Splatting (ablation) | 2D Gaussian Splatting · Tanks&Temples | PSNR: 23.30 -> 24.96 | Helped |
| apply DisC-GS to 3D Gaussian Splatting (ablation) | 3D Gaussian Splatting · Tanks&Temples | PSNR: 23.14 -> 24.67 | Helped |
| use 2 control points per B e9zier curve instead of 4 (ablation) | DisC-GS · Tanks&Temples | PSNR: 24.96 -> 24.14 | Hurt |
| use 3 control points per B e9zier curve instead of 4 (ablation) | DisC-GS · Tanks&Temples | PSNR: 24.96 -> 24.58 | Hurt |
| use 5 control points per B e9zier curve instead of 4 (ablation) | DisC-GS · Tanks&Temples | PSNR: 24.96 -> 24.68 | Hurt |
| use discontinuity-aware rendering with B e9zier boundaries | 2D Gaussian Splatting · Tanks&Temples | PSNR: 23.14 -> 24.96 | Helped |
| use discontinuity-aware rendering with B e9zier boundaries | 2D Gaussian Splatting · Mip-NeRF360 | PSNR: 27.79 -> 28.01 | Helped |
| use discontinuity-aware rendering with B e9zier boundaries | 2D Gaussian Splatting · Deep Blending | PSNR: 29.93 -> 30.42 | Helped |
Surprising findings
- Using 4 control points per Bézier curve is best; 5 control points performs slightly worse than 4.
Limitations
- Challenges in rendering large scenes, shared with existing Gaussian Splatting methods.
- Gradient approximation is heuristic, relying on linear interpolation toward the nearest root of a cubic equation.
Experimental setup
Datasets: Mip-NeRF360 Tanks&Temples Deep Blending
Benchmarks: Mip-NeRF360 Tanks&Temples Deep Blending
Metrics: PSNR SSIM LPIPS
Baselines: Plenoxels INGP-Base INGP-Big Mip-NeRF360 3D-GS Surfsplatting FreGS GES Mip-Splatting
Builds on: 3D Gaussian Splatting 2D Gaussian Splatting Mip-Splatting
Closest papers by meaning
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- Ref-GS: Directional Factorization for 2D Gaussian Splatting (CVPR 2025 · similarity 0.90)
- GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting (CVPR 2025 · similarity 0.90)
- Generative Sparse-View Gaussian Splatting (CVPR 2025 · similarity 0.90)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.90)
- Sort-free Gaussian Splatting via Weighted Sum Rendering (ICLR 2025 · similarity 0.90)
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