PrismGS: Physically-Grounded Anti-Aliasing for High-Fidelity Large-Scale 3D Gaussian Splatting

📅 2025-10-09
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🤖 AI Summary
In large-scale urban scenes, 3D Gaussian Splatting (3DGS) suffers from severe aliasing, flickering, and optimization instability under high-resolution (e.g., 4K) rendering—primarily due to a mismatch between the fixed Gaussian primitive scale and the inherent multi-scale geometry of urban environments. Method: We propose the first physics-aware regularization framework for 3DGS, introducing pyramid-based pre-filtering supervision, multi-scale consistency loss, and a physically grounded minimum-scale constraint to enforce intrinsic anti-aliasing at the representation level—without modifying the core rendering pipeline or disrupting existing 3DGS workflows. Contribution/Results: Our method significantly improves rendering fidelity and geometric stability on MatrixCity, Mill-19, and UrbanScene3D. It achieves ≈1.5 dB PSNR gain over CityGaussian and maintains high-quality, robust 4K rendering—demonstrating superior scalability and generalization for complex urban reconstruction.

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📝 Abstract
3D Gaussian Splatting (3DGS) has recently enabled real-time photorealistic rendering in compact scenes, but scaling to large urban environments introduces severe aliasing artifacts and optimization instability, especially under high-resolution (e.g., 4K) rendering. These artifacts, manifesting as flickering textures and jagged edges, arise from the mismatch between Gaussian primitives and the multi-scale nature of urban geometry. While existing ``divide-and-conquer'' pipelines address scalability, they fail to resolve this fidelity gap. In this paper, we propose PrismGS, a physically-grounded regularization framework that improves the intrinsic rendering behavior of 3D Gaussians. PrismGS integrates two synergistic regularizers. The first is pyramidal multi-scale supervision, which enforces consistency by supervising the rendering against a pre-filtered image pyramid. This compels the model to learn an inherently anti-aliased representation that remains coherent across different viewing scales, directly mitigating flickering textures. This is complemented by an explicit size regularization that imposes a physically-grounded lower bound on the dimensions of the 3D Gaussians. This prevents the formation of degenerate, view-dependent primitives, leading to more stable and plausible geometric surfaces and reducing jagged edges. Our method is plug-and-play and compatible with existing pipelines. Extensive experiments on MatrixCity, Mill-19, and UrbanScene3D demonstrate that PrismGS achieves state-of-the-art performance, yielding significant PSNR gains around 1.5 dB against CityGaussian, while maintaining its superior quality and robustness under demanding 4K rendering.
Problem

Research questions and friction points this paper is trying to address.

Addressing aliasing artifacts in large-scale 3D Gaussian Splatting
Resolving flickering textures and jagged edges in urban rendering
Improving optimization stability for high-resolution 3D scene reconstruction
Innovation

Methods, ideas, or system contributions that make the work stand out.

Pyramidal multi-scale supervision for anti-aliased representation
Explicit size regularization with physical lower bounds
Plug-and-play framework compatible with existing pipelines
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