Drop-In Perceptual Optimization for 3D Gaussian Splatting

📅 2026-03-23
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🤖 AI Summary
This work addresses the limitation of existing 3D Gaussian Splatting (3DGS) methods, which rely on pixel-level losses that often yield blurry renderings and fail to account for human perceptual quality. To bridge this gap, we present the first large-scale human subjective evaluation study focused on 3DGS and introduce WD-R, a Wasserstein distance–based regularized perceptual loss that can directly replace conventional loss functions. Without increasing the number of Gaussians, WD-R significantly enhances texture detail and overall visual fidelity, achieving state-of-the-art performance on perceptual metrics including LPIPS, DISTS, and FID. Human preference studies show a 1.5–3.6× improvement in perceived quality, and when applied to 3DGS compression, WD-R enables approximately 50% bitrate savings while maintaining visual quality.

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📝 Abstract
Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings. To address this, we systematically explore perceptual optimization strategies for 3DGS by searching over a diverse set of distortion losses. We conduct the first-of-its-kind large-scale human subjective study on 3DGS, involving 39,320 pairwise ratings across several datasets and 3DGS frameworks. A regularized version of Wasserstein Distortion, which we call WD-R, emerges as the clear winner, excelling at recovering fine textures without incurring a higher splat count. WD-R is preferred by raters more than $2.3\times$ over the original 3DGS loss, and $1.5\times$ over current best method Perceptual-GS. WD-R also consistently achieves state-of-the-art LPIPS, DISTS, and FID scores across various datasets, and generalizes across recent frameworks, such as Mip-Splatting and Scaffold-GS, where replacing the original loss with WD-R consistently enhances perceptual quality within a similar resource budget (number of splats for Mip-Splatting, model size for Scaffold-GS), and leads to reconstructions being preferred by human raters $1.8\times$ and $3.6\times$, respectively. We also find that this carries over to the task of 3DGS scene compression, with $\approx 50\%$ bitrate savings for comparable perceptual metric performance.
Problem

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

3D Gaussian Splatting
perceptual quality
rendering blur
distortion loss
human perception
Innovation

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

Perceptual Optimization
3D Gaussian Splatting
Wasserstein Distortion
Human Subjective Study
Scene Compression
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