Research map / 3D vision / Gaussian splatting
Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting
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Proposes MixGS, a holistic large-scale 3DGS framework that decodes view-aware hash-encoded features of frustum-visible Gaussians into extra Gaussians and mixes them with the coarse originals, training on a single 24GB GPU.
Problem
Divide-and-conquer 3DGS methods for large-scale scene reconstruction need complex partition/threshold tuning and lose global scene consistency across blocks.
Approach
Treat the whole scene holistically: encode view-frustum Gaussian positions with multi-resolution hash encoding, modulate them with auxiliary Gaussian attributes and camera pose, decode residual Gaussians via a multi-head MLP and offset pool, and mix them with the original visible Gaussians for rendering, implicitly replacing explicit densification.
Key results
- MixGS achieves 23.39 PSNR on Residence and the highest SSIM on all four scenes at 4x downsampling (e.g., 0.815 on Residence).
- On Rubble, MixGS reaches 26.66 PSNR versus 25.78 for the next best (DOGS).
- MixGS renders at 33.5-53.9 FPS on a single RTX 3090 while training on a single 24GB GPU, versus <0.1 FPS for NeRF baselines.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add multi-resolution hash encoding (ablation) | MixGS · Rubble test views | PSNR: 24.70 -> 26.66 | Helped |
| Add auxiliary Gaussian enhancement (ablation) | MixGS · Rubble test views | PSNR: 26.24 -> 26.66 | Helped |
| Add the coarse Gaussian training stage (ablation) | MixGS · Rubble test views | PSNR: 25.86 -> 26.66 | Helped |
| Add the implicit feature training stage (ablation) | MixGS · Rubble test views | PSNR: 25.99 -> 26.66 | Helped |
| Use a learned offset pool instead of direct position regression (ablation) | MixGS · Rubble test views | PSNR: 26.35 -> 26.66 | Helped |
| Mix view-frustum Gaussians with decoded Gaussians (ablation) | MixGS · Rubble test views | PSNR: 23.65 -> 26.66 | Helped |
| Use MixGS instead of the strongest listed baseline | Large-scale scene reconstruction · Building test views | SSIM: 0.764 -> 0.771 | Helped |
| Use MixGS instead of the strongest listed baseline | Large-scale scene reconstruction · Rubble test views | SSIM: 0.785 -> 0.792 | Helped |
| Use MixGS instead of the strongest listed baseline | Large-scale scene reconstruction · Residence test views | SSIM: 0.805 -> 0.815 | Helped |
| Use MixGS instead of the strongest listed baseline | Large-scale scene reconstruction · Sci-Art test views | SSIM: 0.833 -> 0.856 | Helped |
| Increase image downsampling from 4× to 6× | MixGS · Building test views | PSNR: 23.03 -> 23.82 | Helped |
| Increase image downsampling from 4× to 6× | MixGS · Rubble test views | PSNR: 26.66 -> 27.95 | Helped |
Surprising findings
- NeRF-based methods (Switch-NeRF) obtain higher PSNR than 3DGS methods on Sci-Art, which the authors attribute to the dataset's inherent blur.
Limitations
- Training time is longer than multi-GPU divide-and-conquer approaches due to single-GPU setup.
- Gains in PSNR/LPIPS are not uniformly best; LPIPS on Building and Rubble trails DOGS/VastGaussian.
- Evaluated only on four scenes from two drone datasets.
Experimental setup
Datasets: UrbanScene3D Mill19
Benchmarks: Mill19 Building Mill19 Rubble UrbanScene3D Residence UrbanScene3D Sci-Art
Metrics: PSNR SSIM LPIPS FPS
Baselines: Mega-NeRF Switch-NeRF GP-NeRF 3DGS VastGaussian Hierarchy-GS DOGS CityGaussian
Builds on: 3D Gaussian Splatting multi-resolution hash encoding Scaffold-GS Mega-NeRF
Closest papers by meaning
- Evolving High-Quality Rendering and Reconstruction in a Unified Framework with Contribution-Adaptive Regularization (CVPR 2025 · similarity 0.91)
- VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction (CVPR 2024 · similarity 0.90)
- On Scaling Up 3D Gaussian Splatting Training (ICLR 2025 · similarity 0.90)
- Metropolis-Hastings Sampling for 3D Gaussian Reconstruction (NeurIPS 2025 · similarity 0.90)
- FlexGS: Train Once, Deploy Everywhere with Many-in-One Flexible 3D 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)
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