FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization
CVPR 2024

Jiahui Zhang
Nanyang Technological University
Singapore
Fangneng Zhan
Max Planck Institute for Informatics
Germany
Muyu Xu
Nanyang Technological University
Singapore
Shijian Lu
Nanyang Technological University
Singapore
Eric Xing
Carnegie Mellon University, USA
MBZUAI, United Arab Emirates
overview

Abstract

3D Gaussian splatting has achieved very impressive performance in real-time novel view synthesis. However, it often suffers from over-reconstruction during Gaussian densification where high-variance image regions are covered by a few large Gaussians only, leading to blur and artifacts in the rendered images. We design a progressive frequency regularization (FreGS) technique to tackle the over-reconstruction issue within the frequency space. Specifically, FreGS performs coarse-to-fine Gaussian densification by exploiting low-to-high frequency components that can be easily extracted with low-pass and high-pass filters in the Fourier space. By minimizing the discrepancy between the frequency spectrum of the rendered image and the corresponding ground truth, it achieves high-quality Gaussian densification and alleviates the over-reconstruction of Gaussian splatting effectively. Experiments over multiple widely adopted benchmarks (e.g., Mip-NeRF360, Tanks-and-Temples and Deep Blending) show that FreGS achieves superior novel view synthesis and outperforms the state-of-the-art consistently.


FreGS

overview

Overview of the proposed FreGS. 3D Gaussians are initialized by structure-from-motion. After splatting 3D Gaussians, we can obtain 2D Gaussians and then leverage standard α-blending for rendering. Frequency spectra and F are generated by applying Fourier transform to rendered image and ground truth I , respectively. Frequency regularization is achieved by regularizing differences of amplitude ∣F (u, v)∣ and phase ∠F (u, v) in Fourier space. A novel frequency annealing technique is designed to achieve progressive frequency regularization. With low-pass filter Hl and dynamic high-pass filter Hh, low-to-high frequency components are progressively leveraged to perform coarse-to-fine Gaussian densification. Note, the progressive frequency regularization is complementary to the pixel-wise loss between and I. The red dashed line highlights the regularization process for Gaussian densification.


Visual Comparisons

overview

Gaussian Visualization and Rendering Results

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Citation

Consider citing us if you find this project is helpful.
@article{zhang2024fregs,
  title={FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization},
  author={Zhang, Jiahui and Zhan, Fangneng and Xu, Muyu and Lu, Shijian and Xing, Eric},
  journal={arXiv preprint arXiv:2403.06908},
  year={2024},
}

Acknowledgements

This webpage integrates components from many websites, including RefNeRF, RegNeRF, DreamFusion, and Richard Zhang's template. We sincerely thank the authors for their great work and websites.