Feed-forward 3D Gaussian Splatting (FF-3DGS) emerges as a fast and robust solution for sparse-view 3D reconstruction and novel view synthesis (NVS). However, existing FF-3DGS methods are built on incorrect screen-space dilation filters, causing severe rendering artifacts when rendering at out-of-distribution sampling rates.
We firstly propose an FF-3DGS model, called AA-Splat, to enable robust anti-aliased rendering at any resolution. AA-Splat utilizes an Opacity-Balanced Band-Limiting (OBBL) design, which combines two components: a 3D Band-Limiting Post-Filter (3D-BLPF) to integrate multi-view maximal frequency bounds into the feed-forward reconstruction pipeline, effectively band-limiting the resulting 3D scene representations and eliminating degenerate Gaussians; an Opacity Balancing (OB) to seamlessly integrate all pixel-aligned Gaussian primitives into the rendering process, compensating for the increased overlap between expanded Gaussian primitives.
AA-Splat demonstrates drastic improvements with average 5.4~7.5dB PSNR gains on NVS performance over a state-of-the-art (SOTA) baseline, DepthSplat, at all resolutions, between 4× and 1/4×. Code will be made available.
Overview of AA-Splat. After unprojecting per-view depth maps to obtain the 3D Gaussian centers, the maximal frequency bound of each 3D Gaussian primitive is computed from context view camera poses and focal lengths, which is then converted to its 3D band-limiting Gaussian post-filter. The GS head predicts the residual Gaussian parameters which are then post-filtered by the 3D filters to obtain the band-limited 3D Gaussians. During rendering, opacity balancing (OB) compensates for the increase in overlap between pixel-aligned Gaussian primitives for improved photometric supervision and rendering fidelity.
The 3D-BLPF constrains the scales of the reconstructed 3D Gaussian primitives based on the maximal sampling frequency dictated by the context views. Removing the 3D-BLPF introduces high-frequency artifacts that manifest as sharp jagged edges and scale-like textures.
The 3D-BLPF expands pixel-aligned Gaussian primitives, increasing spatial overlap and occlusion between splats. Removing the OB compensation and leaving only the 3D-BLPF and 2D Mip filter results in unnatural grid-like artifacts in zoomed-in novel views.
@misc{suh2026aasplat,
title={AA-Splat: Anti-Aliased Feed-forward Gaussian Splatting},
author={Taewoo Suh and Sungpyo Kim and Jongmin Park and Munchurl Kim},
journal={arXiv preprint arXiv:2603.29394}
year={2026},
}