SVR-GS: Spatially Variant Regularization for Probabilistic Masks in 3D Gaussian Splatting
Abstract
3D Gaussian Splatting (3DGS) enables fast, high-quality novel view synthesis but typically relies on densification followed by pruning to optimize the number of Gaussians. Existing mask-based pruning, such as MaskGS, regularizes the global mean of the mask, which is misaligned with the local per-pixel (per-ray) reconstruction loss that determines image quality along individual camera rays. This paper introduces SVR-GS, a spatially variant regularizer that renders a per-pixel spatial mask from each Gaussian's effective contribution along the ray, thereby applying sparsity pressure where it matters: on low-importance Gaussians. We explore three spatial-mask aggregation strategies, implement them in CUDA, and conduct a gradient analysis to motivate our final design. Extensive experiments on Tanks\&Temples, Deep Blending, and Mip-NeRF360 datasets demonstrate that, on average across the three datasets, the proposed SVR-GS reduces the number of Gaussians by 1.79\(×\) compared to MaskGS and 5.63\(×\) compared to 3DGS, while incurring only 0.50 dB and 0.40 dB PSNR drops, respectively. These gains translate into significantly smaller, faster, and more memory-efficient models, making them well-suited for real-time applications such as robotics, AR/VR, and mobile perception.
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