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Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting

NeurIPS 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 2 citations (OpenAlex)

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Defines a co-adaptation score (CA) for sparse-view 3DGS via pixel variance across dropout renderings, and proposes Gaussian dropout and multiplicative opacity noise as plug-and-play regularizers that reduce CA and improve novel-view quality on LLFF, DTU, and Blender.

Problem

Sparse-view 3D Gaussian Splatting produces appearance artifacts (color outliers) in novel views even though training views are fit well; the cause is not well explained by existing geometry-focused fixes.

Approach

Attributes sparse-view appearance artifacts to co-adaptation among Gaussians, quantifies it with a CA score (pixel variance over random Gaussian-subset renderings), and mitigates it with two simple plug-and-play regularizers: random Gaussian dropout and multiplicative opacity noise.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add dropout regularization3DGS-based sparse-view methods · LLFF and DTUPSNR: 3DGS LLFF 19.36 -> 20.20; Binocular3DGS LLFF 21.44 -> 22.12; Binocular3DGS DTU 20.71 -> 21.03Helped
add opacity noise3DGS-based sparse-view methods · LLFF and DTUPSNR: 3DGS LLFF 19.36 -> 19.91; 3DGS DTU 17.30 -> 17.27Mixed
add dropout and opacity noise together (ablation)Binocular3DGS · LLFF and DTUPSNR: LLFF 21.44 -> 22.11; DTU 20.71 -> 21.05Mixed
vary dropout probability from 0.0 to 0.2 (ablation)Binocular3DGS · LLFFPSNR: 21.440 -> 22.123Helped
increase dropout probability above 0.2 (ablation)Binocular3DGS · LLFFPSNR: 22.123 -> 21.793Hurt
use inference-time random dropout (Strategy A) instead of baseline rendering (ablation)Binocular3DGS trained with dropout p=0.2 · LLFFPSNR: 21.440 -> 21.977Helped
average five stochastic dropout renderings (Strategy B) rather than Strategy A (ablation)Binocular3DGS trained with dropout p=0.2 · LLFFPSNR: 21.977 -> 22.124Helped
scale all Gaussian opacities by (1-p) for single-pass rendering (Strategy C) (ablation)Binocular3DGS trained with dropout p=0.2 · LLFFPSNR: 21.440 -> 22.123Helped
vary opacity noise scale from 0.0 to 0.8 (ablation)Binocular3DGS · LLFFPSNR: 21.440 -> 22.119Helped
use opacity noise scale below 0.8 rather than 0.8 (ablation)Binocular3DGS · LLFFPSNR: 22.119 at 0.8; 21.647 at 0.1Mixed
inject scale noise at scale 0.2 (ablation)Binocular3DGS · LLFFPSNR: 21.440 -> 21.760Helped
inject position noise at scale 0.1 (ablation)Binocular3DGS · LLFFPSNR: 21.440 -> 21.093Hurt

Surprising findings

Limitations

Experimental setup

Datasets: LLFF DTU Blender

Benchmarks: LLFF DTU Blender

Metrics: PSNR SSIM LPIPS Co-Adaptation score (CA)

Baselines: 3DGS DNGaussian FSGS CoR-GS Binocular3DGS AbsGS

Builds on: 3D Gaussian Splatting Dropout DNGaussian Binocular3DGS FSGS

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