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Laplacian Frequency Hierarchies for Efficient 3D Gaussian Splatting Training
Yixiong Yang, Sisheng Zhang, Qingsong Yan, Shaohuai Shi, Qiang Wang
TL;DR
As scene complexity and resolution increase, 3DGS training requires more Gaussian primitives and incurs higher computation and memory costs. Laplacian Frequency Hierarchies train and archive frequency-specific Gaussian fields from coarse to fine, composing their renderings in the image domain. The method improves training efficiency across backbones while maintaining comparable reconstruction quality, with more pronounced gains at higher resolutions.
Problem
As scene complexity and target resolution increase, 3DGS typically needs more Gaussian primitives and Gaussian–tile interactions, raising computation and peak memory.
Source: §1 · p. 1Method
Laplacian Frequency Hierarchies decompose supervision into a low-frequency base and high-frequency residual fields, train them coarse to fine, archive completed fields, and compose renderings in the image domain.
Source: §1 · p. 2Results
Takeaways & Limitations
Frequency decomposition can reduce the active Gaussian workload during 3DGS training while retaining comparable reconstruction quality across multiple real-world benchmarks.
Source: §1 · p. 2, §6 · p. 9Deeper hierarchies can make finer residuals harder to represent efficiently with 3DGS, reducing gains and potentially degrading quality.
Source: §5 · p. 9
Abstract
from arXiv · showhide
A key bottleneck in 3D Gaussian Splatting training is the continual growth of Gaussian primitives, which increases optimization cost and slows convergence, especially at high resolutions. We propose Laplacian Frequency Hierarchies, a simple yet efficient 3DGS scheme that combines Laplacian image decomposition with coarse-to-fine, frequency-staged training. After fitting lower-frequency structure, we archive the corresponding Gaussian field so that subsequent fields can optimize higher-frequency residuals without carrying the full primitive burden, and we compose the rendered components in the image domain via a Laplacian-style reconstruction at inference time. This design reduces the number of active Gaussians during training, thereby lowering optimization overhead and accelerating training. The proposed scheme is plug-and-play and orthogonal to prior 3DGS accelerations: it can be directly combined with strong backbones such as Taming-3DGS and FastGS to improve training speed with competitive reconstruction quality. It achieves average speedups of 1.73x and 1.21x at 1K setting, and 1.74x and 1.33x at 4K setting on Taming-3DGS and FastGS, with larger gains on more challenging scenes and increasingly pronounced benefits at higher resolutions.
1. Introduction
Growing Gaussian workloads make 3DGS training more costly as scenes and resolutions increase. Laplacian Frequency Hierarchies separate image frequencies into staged Gaussian fields, archive completed levels, and improve training efficiency while maintaining competitive reconstruction quality.
1. Introduction
- As scene complexity and resolution grow, 3DGS typically requires more Gaussian primitives and Gaussian–tile interactions, increasing computation and peak memory.Existing acceleration approaches often reduce average Gaussian workload without separating coarse and fine representation into distinct fields.Source: §1 · p. 1
- Laplacian decomposition separates a low-frequency base from high-frequency residuals, which are represented by frequency-specific Gaussian fields and composed in the image domain.Training proceeds coarse to fine, archiving each completed lower-frequency field so later stages optimize only the active band.Source: §1 · pp. 2–3, Figure 1 · p. 2
- The method improves efficiency across 1K, 2K, and 4K settings while maintaining comparable reconstruction quality, with gains more pronounced at higher resolutions.It is plug-and-play across multiple 3DGS backbones.Source: §1 · pp. 2–3
- Archiving earlier levels reduces training workload and peak memory usage by keeping only the current frequency band’s Gaussians actively optimized.This addresses the overhead of carrying coarse components that have converged while later training focuses on high-frequency details.Source: §1 · pp. 1–3
2. Related Work
Prior 3DGS acceleration work targets optimization, scheduling, densification, pruning, and systems, while frequency-aware methods often retain a single Gaussian field. This work instead factorizes the representation into frequency-specific fields and composes their renderings in the image domain.
Novel view synthesis
- 3DGS uses explicit Gaussian primitives and differentiable splatting for GPU-friendly rasterization, supporting applications including reconstruction, avatars, SLAM, and digital twinning.It follows earlier NeRF-based implicit representations for novel view synthesis.Source: §2 · p. 3
Acceleration for 3DGS training
- Existing training accelerations span backpropagation and optimizer changes, scheduling, densification control and pruning, and system-level parallelization.Examples include Taming 3DGS, DashGaussian, Mini-Splatting, and FastGS.Source: §2 · p. 3
Frequency-based methods in 3DGS
- Unlike frequency scheduling or reweighting, the proposed approach decomposes the 3DGS scene into frequency-specific fields and composes renderings through Laplacian-style image reconstruction.Completed fields are archived so later stages optimize only the active frequency band.Source: §2 · p. 3
- Frequency-aware approaches include Fourier-domain regularization, coarse-to-fine supervision with a single field, frequency-aware densification, and Laplacian subbands for LOD and editing.The proposed method differs by factorizing the scene representation and archiving completed fields.Source: §2 · p. 3
3. Methodology
The method represents a scene as frequency-specific Gaussian fields aligned with Laplacian image components, then trains them coarse-to-fine while archiving completed fields. It composes rendered components in the image domain to reconstruct the full-resolution result.
3.2. Laplacian Frequency Hierarchy
- At inference, the fields are rendered separately and composed through Laplacian reconstruction to produce the full-resolution image.The framework renders each field using its corresponding splatting renderer.Source: §3.1 · p. 4, §3.2 · p. 5
3.1. Preliminaries.
- 3DGS represents scenes with Gaussian primitives, and growing primitive counts and resolution raise rendering, backpropagation, and memory costs.These costs become a key bottleneck for efficient training.Source: §3.1 · pp. 3–4
3.2. Laplacian Frequency Hierarchy
- The hierarchy pairs a coarsest Gaussian field with low-frequency image content and finer fields with Laplacian residual bands.Residual fields support signed outputs by removing the standard color shift and clamp.Source: §3.2 · pp. 4–5
3.3. Frequency-staged training with archiving
- After each frequency stage, archiving removes its field from further optimization and memory residency, leaving fewer active GPU Gaussians for later stages.The paper states this improves training throughput and lowers peak VRAM usage.Source: §3.3 · p. 5
- Because direct per-level target fitting can accumulate errors, each finer stage is supervised using the reconstructed image at its corresponding resolution.The prior-level prediction is supplied to the dataloader, so its archived field need not remain in memory.Source: §3.3 · p. 5
- Training finer fields from inherited Gaussian positions reinitializes their other attributes, with an inheritance ratio controlling how many positions carry over.At a ratio of 1.0 all Gaussians are inherited; below 1.0 a random subset is inherited.Source: §3.3 · p. 5
4. Experiments
Experiments compare the framework with fast-training methods across three datasets and resolutions, then examine its efficiency, reconstruction quality, and design choices. The results show faster training with competitive quality, while ablations expose trade-offs between hierarchy depth, speed, and quality.
4.1. Experimental Setup
- Experiments cover Mip-NeRF 360, Deep Blending, and Tanks & Temples, measuring PSNR, SSIM, LPIPS, training time, and Gaussian counts on Taming-3DGS and FastGS.The Mip-NeRF 360 tests include 1K, 2K, and full-resolution 4K settings; the default uses two Laplacian levels and a 10K/20K iteration split.Source: §4.1.1 · pp. 5–6, §4.1.2 · p. 6, §4.2.1 · p. 6
4.2. Comparison with Fast Optimization Methods
- 1.73× speedup for Ours(Taming) on Mip-NeRF 360 at 1K, with a 0.34 dB PSNR drop; Ours(FastGS) reduces time from 4.82 to 3.96 minutes with a 0.29 dB PSNR drop.Across Deep Blending and Tanks & Temples, the method is also faster, and it achieves the fastest training time across the reported benchmarks.Source: Table 1 · p. 6, §4.2.2 · pp. 6–7
4.2.5. COMPARISONS ON HIGH-RESOLUTION SETTINGS (2K AND 4K)
- At 2K and 4K, the efficiency advantage becomes more pronounced while quality gaps become negligible; at 4K, comparable quality is reached earlier on both backbones.The 4K PSNR-versus-time plot highlights early convergence, and the 2K and 4K tables report Mip-NeRF 360 results.Source: §4.2.5 · p. 8, Table 2 · p. 8, Table 3 · p. 8
4.3. Ablation study
- Iteration splits are relatively insensitive: the default (10000, 20000) achieves the fastest training time with comparable metrics, as residual error is delegated to the next stage.Moderate reallocations mainly shift where the error is corrected rather than fundamentally changing final quality.Source: §4.3.1 · p. 8, Table 4 · p. 8
- At 1K, two levels best balance efficiency and quality; at 4K, four levels reduce peak Gaussians from 1.74M to 0.49M, with less pronounced quality degradation.Deeper hierarchies tend to speed training but degrade quality, with structural misalignment accumulating across frequency bands; the quality penalty is less pronounced at higher resolution.Source: §4.3.2 · p. 8, Table 5 · p. 9
6. Conclusion
Laplacian Frequency Hierarchies factorizes scenes into low-frequency base and high-frequency residual fields to accelerate 3DGS training while maintaining comparable reconstruction quality. Reconstructed-image supervision performs best overall among the tested supervision variants.
- The framework factorizes scenes into a low-frequency base field and high-frequency residual fields, reducing active Gaussians during optimization.The conclusion reports improved training throughput and lower peak GPU memory, with more pronounced gains at higher resolutions.Source: §6 · p. 9
- GT Laplacian supervision directly compares the rendered residual with the fixed ground-truth Laplacian residual.The target residual is defined in Eq. 4.Source: §6 · p. 9
- Reconstructed-image supervision yields the best overall performance; both residual-supervision variants underperform this design.The authors therefore supervise the reconstructed image at each level rather than fitting the residual alone.Source: §6 · p. 9
5. Discussion and Limitations
Frequency-factorized training reduces the resources spent on coarse structures that may have converged but remain active. The speed benefit must be balanced against cross-level bridging and residual-modeling costs, especially in deeper hierarchies.
- Coarse structures may converge early yet remain active and consume optimization resources in later stages.The method targets this persistent workload by reducing the active burden of coarse structures.Source: §5 · p. 9
- Cross-level bridging and high-frequency residual modeling add costs that must be balanced against the reduced active workload.Source: §5 · p. 9
- Deeper hierarchies can make finer residuals harder to represent efficiently, reducing gains and potentially degrading quality.The authors find relatively shallow hierarchies provide a better speed-quality balance.Source: §5 · p. 9
Supplementary Material
The supplementary material reports implementation settings, trajectory comparisons, and an inheritance-strategy ablation. The xyz-only strategy is adopted because it slightly outperforms full inheritance while final quality is relatively insensitive to the choice.
A. Implementation Details and Reproducibility
- The default setup uses a two-level hierarchy with a 10K/20K iteration split, inherits Gaussian positions with ρ = 1.0, and reinitializes other attributes.Experiments use 30K iterations; 1K runs use an NVIDIA L40 GPU, while 2K and 4K runs use an NVIDIA Pro6000 GPU.Source: A. Implementation Details and… · p. 12
- Trajectory comparisons report stable image-domain Laplacian composition without visible flickering under continuous viewpoint changes.The video also includes the training pipeline, representative scenes, and low-frequency, residual, and reconstructed components.Source: A. Implementation Details and… · p. 12
B.1. Inheritance strategy: xyz-only vs. full inheritance.
- Final reconstruction quality is relatively insensitive to xyz-only versus full inheritance, but xyz-only consistently performs slightly better and is the default.Full inheritance retains parameters such as scale, rotation, and optimizer states; later optimization can largely correct initialization differences.Source: §B.1 · p. 12, B. Ablation Studies on Inheritance… · p. 12
B.2. Analysis of the inheritance ratio ρ.
Lower inheritance ratios speed training but reduce reconstruction fidelity, so the method uses ρ = 1.0 by default. At object boundaries, high-frequency residuals restore details smoothed in the low-frequency prediction.
B.2. Analysis of the inheritance ratio ρ.
- As inheritance ratio ρ decreases, training becomes faster but reconstruction quality drops because fewer primitives remain to represent fine details.The default ρ = 1.0 provides the best reported trade-off between efficiency and rendering performance.Source: §B.2 · p. 12, Table 7 · p. 12
C. Edge Preservation at Object Boundaries
- The high-frequency residual restores edge details smoothed in the low-frequency prediction, preserving boundary sharpness and contrast comparable to FastGS and ground truth.This comparison is reported across three test views.Source: C. Edge Preservation at Object… · p. 13
- Although the image-space Laplacian is not strictly view-invariant, errors from earlier levels, including view-dependent errors, can be corrected by the finer field.The reconstructed image is directly supervised at each finer stage.Source: C. Edge Preservation at Object… · p. 13
D. Scene-wise Quantitative Results
Scene-wise results show stronger benefits on challenging scenes and at higher resolutions, while qualitative comparisons maintain high visual quality without noticeable artifacts.
D. Scene-wise Quantitative Results
- At 1K, the method tends to perform better on challenging scenes requiring more Gaussians, such as garden.The scene-wise comparisons cover Mip-NeRF 360, Deep Blending, and Tanks & Temples.Source: D. Scene-wise Quantitative Results · p. 13
- At 2K and 4K, reconstruction metrics remain comparable or improve in many scenes while acceleration gains become more pronounced.The authors attribute this pattern to smaller Gaussian fields reducing per-stage burden and helping stabilize high-resolution training.Source: D. Scene-wise Quantitative Results · p. 13
E. Scene-wise Qualitative Results
- Across 1K, 2K, and 4K, qualitative results maintain high visual quality without noticeable artifacts from accumulating rendered components.The comparisons are shown in Figs. 8–10.Source: E. Scene-wise Qualitative Results · p. 13
F. Analysis of peak Gaussian count and peak GPU memory
Ours(FastGS) has the lowest average peak Gaussian count and GPU memory usage among the compared methods. Runtime profiling shows backward propagation dominates iterative optimization, while preprocessing and archive overheads are reported separately.
F. Analysis of peak Gaussian count and peak GPU memory
- Ours(FastGS) achieves the lowest average peak Gaussian count and peak GPU memory usage among the methods.The memory measure covers the 3DGS training pipeline and excludes GPU memory used to store the dataset.Source: F. Analysis of peak Gaussian count and… · p. 13, Table 8 · p. 13
G. Runtime Breakdown and Timing Boundary
- 56.5% of iterative optimization time is spent on backward propagation, versus 18.2% on forward rendering, 14.3% on the optimizer step, and 3.5% on composition and loss computation.The profile is for a 30K-iteration Ours(FastGS) run on garden.Source: G. Runtime Breakdown and Timing Boundary · p. 14, Table 9 · p. 14
- One-time pyramid construction, stage-cache construction, and inheritance total 0.559 s, or 0.15% of iterative optimization time.Reported training times exclude pyramid preprocessing and archive I/O; two archive writes take 16.72 s and are excluded consistently with model-saving and checkpoint I/O for compared methods.Source: G. Runtime Breakdown and Timing Boundary · p. 14
H. Additional analysis on Laplacian levels and training iterations
The ablations show a quality–efficiency trade-off across hierarchy depth, with deeper hierarchies reducing training time and Gaussian counts, particularly at 4K.
1K ablation
- At 1K, a two-level hierarchy gives the best overall trade-off, while deeper hierarchies reduce training time but gradually degrade reconstruction quality and rendering speed.The detailed level ablation is reported in Table 15.Source: H. Additional analysis on Laplacian… · p. 14
4K ablation
- At 4K, deeper hierarchies consistently reduce peak Gaussian count and training time, with quality degradation becoming less noticeable at higher resolutions.The 30K- and 45K-iteration settings use identical split ratios across levels; increasing the iteration budget slightly improves quality across level choices.Source: H. Additional analysis on Laplacian… · p. 14
- Across the 4K hierarchy choices, increasing the iteration budget slightly improves reconstruction quality while preserving the relative trends among hierarchies.The comparison uses 30k and 45k iterations.Source: H. Additional analysis on Laplacian… · p. 14
I. Additional results for PSNR versus training time
PSNR-versus-time comparisons show the method reaching comparable quality earlier than the original backbones at 1K and 2K, consistent with the reported 4K trend. Boundary details are restored by the high-frequency residual after smoother low-frequency prediction.
Qualitative results
- At object boundaries, the smoother low-frequency prediction is supplemented by a high-frequency residual that restores missing edge details.The final reconstructions are described as comparable to FastGS and ground truth.Source: Figure 7 · p. 16
PSNR versus training time
- The 1K and 2K PSNR-versus-training-time curves show comparable reconstruction quality reached earlier than with the original Taming-3DGS and FastGS backbones.The reported advantage is more evident at higher resolutions, including the 4K results in the main paper.Source: §I · pp. 14, 21, Figure 11 · p. 21
- The 1K and 2K curves are presented for Mip-NeRF 360 scenes, complementing the 4K PSNR-versus-time curves in the main paper.Figure 11 gives the 1K and 2K plot scope; the supplied 4K discussion reports comparable quality reached earlier than the original backbones.Source: §I · p. 14, Figure 11 · p. 21
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This paper cites
- ADAM: A METHOD FOR STOCHASTIC OPTIMIZATION2014
- The Unreasonable Effectiveness of Deep Features as a Perceptual Metric2018
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis2020
- 2D Gaussian Splatting for Geometrically Accurate Radiance Fields2024
- Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction2023
- A Survey on 3D Gaussian Splatting2024