Drop-In Perceptual Optimization for 3D Gaussian Splatting

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Hauptverfasser: Ozyilkan, Ezgi, Chen, Zhiqi, Rippel, Oren, Ballé, Jona, Tatwawadi, Kedar
Format: Preprint
Veröffentlicht: 2026
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author Ozyilkan, Ezgi
Chen, Zhiqi
Rippel, Oren
Ballé, Jona
Tatwawadi, Kedar
author_facet Ozyilkan, Ezgi
Chen, Zhiqi
Rippel, Oren
Ballé, Jona
Tatwawadi, Kedar
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2603_23297
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Drop-In Perceptual Optimization for 3D Gaussian Splatting
Ozyilkan, Ezgi
Chen, Zhiqi
Rippel, Oren
Ballé, Jona
Tatwawadi, Kedar
Computer Vision and Pattern Recognition
Machine Learning
Image and Video Processing
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.
title Drop-In Perceptual Optimization for 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
Machine Learning
Image and Video Processing
url https://arxiv.org/abs/2603.23297