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DC4GS: Directional Consistency-Driven Adaptive Density Control for 3D Gaussian Splatting

NeurIPS 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 1 citations (OpenAlex)

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Proposes DC4GS, which adds a circular-mean directional consistency of positional gradients to 3DGS adaptive density control, using it both to decide splits (DCC) and to place sub-primitives (DCS), reducing primitive counts while improving fidelity.

Problem

Conventional adaptive density control in 3D Gaussian splatting splits primitives based only on positional-gradient magnitude and places sub-primitives randomly, causing redundant splits and misaligned sub-primitives.

Approach

Introduce directional consistency (circular mean norm of unit positional gradients across pixels within a Gaussian) to weight the split criterion (DCC) and to choose split locations along the principal axis by minimizing a DC-based cost (DCS), with polynomial regression over 5 candidates.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add DC4GS to AbsGSAbsGS · Mip-NeRF360PSNR: 27.504 -> 27.625Helped
Add DC4GS to AbsGSAbsGS · Tanks&TemplesPSNR: 23.636 -> 24.121Helped
Add DC4GS to AbsGSAbsGS · Deep BlendingPSNR: 29.500 -> 29.654Helped
Add DC4GS to AbsGSAbsGS · Mip-NeRF360primitive count: 3149K -> 2615KHelped
Add DCC only, omitting DCS (ablation)AbsGS · Mip-NeRF360PSNR: 27.504 -> 27.507No clear effect
Add DCS only, omitting DCC (ablation)AbsGS · Tanks&TemplesPSNR: 23.636 -> 24.018Helped
Add DCC and DCS together (ablation)AbsGS · Tanks&TemplesPSNR: 23.636 -> 24.121Helped
Add DCC only, omitting DCS (ablation)AbsGS · Deep BlendingPSNR: 29.500 -> 29.567Helped
Add DCC and DCS together (ablation)AbsGS · Mip-NeRF360primitive count: 3149K -> 2615KHelped

Surprising findings

Limitations

Experimental setup

Datasets: Mip-NeRF 360 Tanks and Temples Deep Blending D-NeRF DyNeRF

Benchmarks: Mip-NeRF 360 Tanks and Temples Deep Blending

Metrics: PSNR SSIM LPIPS number of primitives memory training time rendering time

Baselines: 3DGS AbsGS Pixel-GS Scaffold-GS GES LPM Mip-NeRF360 iNGP-big Plenoxels

Builds on: 3D Gaussian Splatting AbsGS Pixel-GS Scaffold-GS

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