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Anti-Aliased 2D Gaussian Splatting (2506.11252v1)

Published 12 Jun 2025 in cs.GR and cs.CV

Abstract: 2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an antialiased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat.

Summary

  • The paper introduces a world-space flat smoothing kernel that constrains Gaussian frequencies to reduce aliasing artifacts during zoom.
  • It derives an object space Mip filter using an affine approximation to enhance rendering quality across varying scales.
  • Experiments on standard datasets demonstrate that AA-2DGS outperforms previous methods in geometric accuracy and aliasing mitigation.

Anti-Aliased 2D Gaussian Splatting

The paper presented in the paper "Anti-Aliased 2D Gaussian Splatting" introduces a significant advancement in the domain of novel view synthesis and surface reconstruction utilizing 2D Gaussian Splatting (2DGS). The proposed methodology, named AA-2DGS, addresses a critical issue of aliasing artifacts that have hindered the practical application of 2DGS in scenarios involving varying image sampling rates, such as camera zoom or altering field of view.

Key Contributions

  1. World-Space Flat Smoothing Kernel: The paper introduces a world-space flat smoothing kernel to address high-frequency artifacts in rendering associated with zooming into scenes. This kernel operates by constraining the frequency content of 2D Gaussian primitives according to the maximal sampling frequency from training views. The smoothing mechanism effectively reduces aliasing artifacts by ensuring that the Gaussians respect the Nyquist-Shannon sampling theorem.
  2. Object Space Mip Filter: Leveraging an affine approximation of the ray-splat intersection mapping, the paper derives a novel object space Mip filter. This approach allows efficient anti-aliasing application directly in the splat's local space, enhancing the rendering quality across various scales.

Experimental Insights

The AA-2DGS was evaluated on standard datasets, such as Mip-NeRF 360 and Blender, demonstrating notable improvements over the original 2DGS method in terms of both geometric accuracy and the mitigation of aliasing artifacts. The evaluation included challenging conditions like varying sampling rates and mixed resolution training, showcasing AA-2DGS's robustness in maintaining rendering quality.

Quantitatively, AA-2DGS outperformed competing methods such as Mip-Splatting and showed substantial numerical improvements compared to its predecessor 2DGS. This suggests that incorporating frequency-based filtering can significantly enhance the visual fidelity of Gaussian-based rendering methods.

Theoretical and Practical Implications

AA-2DGS makes bold claims about its ability to maintain geometric accuracy while providing substantial smoothing of high-frequency artifacts. The implications of this work are manifold, providing both theoretical advancements in understanding and applying frequency constraints in graphical representations and practical improvements in the bandwidth of applications that require dynamic resolution adjustments, such as virtual reality or gaming.

The flat smoothing kernel and the Mip filter offer a promising paradigm shift from traditional clamping techniques, which often introduce gradients and thread divergence issues. This enhances the computational efficiency and stability of rendering processes, paving the way for more reliable implementations in commercial software and real-time applications.

Conclusion and Future Scope

The authors have opened up avenues for exploring how these techniques can be integrated into other point-based or splat-based graphics pipelines. There is scope for research into further optimizing these filters based on different types of scene content or the adaptability of these methods to accommodate volumetric data representations.

In essence, AA-2DGS marks a significant step forward in the efficacious rendering of 2D Gaussian splats, expanding their utility in various fields requiring high-quality 3D modeling and visualization. This method's alignment with contemporary needs in computer vision, enhanced reality experiences, and interactive media highlights its potential impact on future developments in AI-driven graphics technologies.

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