StitchGS: Towards Seamless and Lightweight Large-Scale 3D Gaussian Splatting
Highlights
- StitchGS combines stochastic interwoven stitching with global consistency refinement to reduce boundary cracks and cross-block appearance discontinuities in large-scale 3D Gaussian Splatting.
- Spectral-aware adaptive compression with quantization-aware finetuning achieves 1.7×–4.0× model storage reduction while preserving rendering quality.
- Reduced storage, transmission, and loading costs improve the deployment feasibility of large-scale 3DGS models under resource-constrained conditions.
- The method offers a practical route for seamless and lightweight 3D reconstruction of city-scale scenes, with potential for digital twin, UAV photogrammetry, and remote sensing applications.
Abstract
1. Introduction
- We present StitchGS, a city-scale 3DGS method that targets both boundary discontinuities and storage redundancy.
- We propose Stochastic Interwoven Stitching, which performs confidence-driven probabilistic competition in overlap regions to mitigate cross-block seams.
- We introduce Spectral-Aware Adaptive Compression, which prunes redundant high-frequency Spherical Harmonics (SH) residuals in diffuse areas and combines mixed-precision storage for compact deployment.
2. Related Work
2.1. Scalable Urban Scene Reconstruction
2.2. Compactness and Efficiency in 3D Gaussian Splatting
3. Method
3.1. Overview
3.2. Scalable Scene Construction
3.2.1. Scene Partitioning and Margin-Aware Training
3.2.2. Manifold-Balanced Sampling
3.2.3. Stochastic Interwoven Stitching
3.2.4. Global Consistency Refinement
- Pre-cleaning. Before finetuning, we remove primitives that are visually negligible or numerically unstable. We first filter by an opacity logit threshold and a scale bound:
- Geometry-frozen quantization-aware finetuning. We freeze geometric parameters and only optimize appearance parameters to avoid reintroducing boundary drift after stitching. To prepare for 8-bit storage, we insert a fake-quantization operator, i.e., a simulated low-bit quantization used during finetuning while gradients are still propagated, on residual Spherical Harmonics (SH),and minimize the rendering loss over training views with fixed:where denotes zero gradient flow. We backpropagate through with a straight-through estimator, which passes gradients through the simulated quantization step, so that appearance optimization remains stable under subsequent 8-bit quantization.
3.3. Resource-Efficient Representation
3.3.1. Spectral Energy Analysis
3.3.2. Mixed-Precision Storage
4. Experiments
4.1. Experimental Setup
4.1.1. Datasets
4.1.2. Implementation Details
4.2. Comparisons on Rendering Quality
4.2.1. UrbanScene3D
4.2.2. Mill-19
4.2.3. MatrixCity
4.3. Comparisons on Rendering Efficiency
4.4. Ablation Study
4.4.1. Effectiveness of Stochastic Interwoven Stitching (Merge)
4.4.2. Effectiveness of Global Consistency Refinement (GCR)
4.4.3. Robustness of Quantized Compression (Quant)
4.5. Training Behavior of Balanced Sampling
4.6. Overhead of Stochastic Interwoven Stitching
5. Seam-Aware Evaluation on Overlap Bands
5.1. Protocol and Metrics
- Overlap band definition. Each block has an oriented bounding box. We use the normalized Oriented Bounding Box (OBB) distance from Section 3.2 to locate boundary-adjacent regions. We define the overlap band as primitives with normalized Oriented Bounding Box (OBB) distance in . We then build a pixel-level seam mask from rendering contributions. For each pixel, we rank contributing primitives by their compositing weight. We use the top-k contributors and set in all experiments. If any of the top-k primitives are from the overlap band, we mark the pixel as a seam and include it in . All seam-aware metrics below are computed on .
- Seam_PSNR. We compute PSNR only on seam-mask pixels. We normalize RGB values to , so the peak value is 1.where is the seam mask, I is the ground truth image, and is the rendered image. A higher Seam_PSNR indicates better reconstruction fidelity within the seam region.
- BPD_L1. BPD_L1 measures photometric discrepancy across adjacent blocks inside the seam mask. For each seam pixel , we aggregate the compositing weights per block. We select the two blocks with the largest aggregated weights and denote them as a and b. Let and be the colors rendered using only primitives from block a and block b. We define
- nBGJ. nBGJ is a structure jump proxy on the overlap band from BlockGaussian [13]. Let and be per-block depth maps rendered using only primitives from blocks a and b. We compute a gradient-jump score and normalize it by the average depth gradient magnitude:where is the depth rendered from the final fused model. ∇ is the spatial gradient computed by finite differences. We set for numerical stability. nBGJ is a non-negative structural discontinuity metric. Values closer to zero indicate more consistent depth gradients and smoother structural transitions across adjacent blocks, while larger values indicate more pronounced boundary discontinuities.
- Seam_Coverage. Seam_Coverage reports the pixel ratio of the seam mask:
5.2. Results on Mill-19 and UrbanScene3D
5.3. Seed Stability on Overlap-Band Seam Metrics
6. Discussion
Limitations
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
- Hartley, R.; Zisserman, A. Multiple View Geometry in Computer Vision, 2nd ed.; Cambridge University Press: Cambridge, UK, 2004. [Google Scholar]
- Szeliski, R. Computer Vision: Algorithms and Applications, 2nd ed.; Springer: Cham, Switzerland, 2022. [Google Scholar]
- Schönberger, J.L.; Frahm, J.M. Structure-from-Motion Revisited. In Proceedings of the 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR), Las Vegas, NV, USA, 27–30 June 2016. [Google Scholar]
- Triggs, B.; McLauchlan, P.F.; Hartley, R.I.; Fitzgibbon, A.W. Bundle Adjustment—A Modern Synthesis. In Proceedings of the Vision Algorithms: Theory and Practice; Springer: Berlin/Heidelberg, Germany, 2000; pp. 298–372. [Google Scholar] [CrossRef]
- Fischler, M.A.; Bolles, R.C. Random Sample Consensus: A Paradigm for Model Fitting with Applications to Image Analysis and Automated Cartography. Commun. ACM 1981, 24, 381–395. [Google Scholar] [CrossRef]
- Lowe, D.G. Distinctive Image Features from Scale-Invariant Keypoints. Int. J. Comput. Vis. 2004, 60, 91–110. [Google Scholar] [CrossRef]
- Kerbl, B.; Kopanas, G.; Leimkühler, T.; Drettakis, G. 3D Gaussian Splatting for Real-Time Radiance Field Rendering. ACM Trans. Graph. (TOG) 2023, 42, 139:1–139:14. [Google Scholar] [CrossRef]
- Mildenhall, B.; Srinivasan, P.P.; Tancik, M.; Barron, J.T.; Ramamoorthi, R.; Ng, R. NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis. Commun. ACM 2021, 65, 99–106. [Google Scholar] [CrossRef]
- Barron, J.T.; Mildenhall, B.; Tancik, M.; Hedman, P.; Martin-Brualla, R.; Srinivasan, P.P. Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields. In Proceedings of the 2021 IEEE/CVF International Conference on Computer Vision Workshops (ICCVW), Montreal, BC, Canada, 11–17 October 2021. [Google Scholar]
- Müller, T.; Evans, A.; Schied, C.; Keller, A. Instant Neural Graphics Primitives with a Multiresolution Hash Encoding. ACM Trans. Graph. (TOG) 2022, 41, 1–15. [Google Scholar] [CrossRef]
- Liu, Y.; Luo, C.; Fan, L.; Wang, N.; Peng, J.; Zhang, Z. CityGaussian: Real-Time High-Quality Large-Scale Scene Rendering with Gaussians. In Proceedings of the Computer Vision—ECCV 2024: 18th European Conference, Milan, Italy, 29 September–4 October 2024; Proceedings, Part XVI; Lecture Notes in Computer Science; Springer: Cham, Switzerland, 2024; Volume 15074, pp. 265–282. [Google Scholar] [CrossRef]
- Lin, J.; Li, Z.; Tang, X.; Liu, J.; Liu, S.; Liu, J.; Lu, Y.; Wu, X.; Xu, S.; Yan, Y.; et al. VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction. In Proceedings of the 2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), Seattle, WA, USA, 16–22 June 2024; IEEE: New York, NY, USA, 2024; pp. 5166–5175. [Google Scholar] [CrossRef]
- Wu, Y.; Qi, Z.; Shi, Z.; Zou, Z. BlockGaussian: Efficient Large-Scale Scene Novel View Synthesis via Adaptive Block-Based Gaussian Splatting. arXiv 2025, arXiv:2504.09048. [Google Scholar]
- Tancik, M.; Casser, V.; Yan, X.; Pradhan, S.; Mildenhall, B.; Srinivasan, P.P.; Barron, J.T.; Kretzschmar, H. Block-NeRF: Scalable Large Scene Neural View Synthesis. In Proceedings of the CVPR, New Orleans, LA, USA, 19–23 June 2022. [Google Scholar]
- Li, Y.; Jiang, L.; Xu, L.; Xiangli, Y.; Wang, Z.; Lin, D.; Dai, B. MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond. In Proceedings of the ICCV, Paris, France, 2–3 October 2023. [Google Scholar]
- Turki, H.; Ramanan, D.; Satyanarayanan, M. Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs. In Proceedings of the CVPR, New Orleans, LA, USA, 19–23 June 2022. [Google Scholar]
- Chen, Y.; Lee, G.H. DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus. Adv. Neural Inf. Process. Syst. 2024, 37, 34487–34512. [Google Scholar]
- Colomina, I.; Molina, P. Unmanned Aerial Systems for Photogrammetry and Remote Sensing: A Review. ISPRS J. Photogramm. Remote Sens. 2014, 92, 79–97. [Google Scholar] [CrossRef]
- Westoby, M.J.; Brasington, J.; Glasser, N.F.; Hambrey, M.J.; Reynolds, J.M. Structure-from-Motion Photogrammetry: A Low-Cost, Effective Tool for Geoscience Applications. Geomorphology 2012, 179, 300–314. [Google Scholar] [CrossRef]
- Nex, F.; Remondino, F. UAV for 3D Mapping Applications: A Review. Appl. Geomat. 2014, 6, 1–15. [Google Scholar] [CrossRef]
- Biljecki, F.; Stoter, J.; Ledoux, H.; Zlatanova, S.; Çöltekin, A. Applications of 3D City Models: State of the Art Review. ISPRS Int. J. Geo-Inf. 2015, 4, 2842–2889. [Google Scholar] [CrossRef]
- Green, R. Spherical harmonic lighting: The gritty details. In Proceedings of the Game Developers Conference (GDC), San Jose, CA, USA, 4–8 March 2003. [Google Scholar]
- Fan, Z.; Zhong, C.; Cui, Y.; Zhang, Y.; Wang, Z.; Yu, X. LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS. Adv. Neural Inf. Process. Syst. 2024, 37, 140138–140158. [Google Scholar]
- Niedermayr, S.; Stumpfegger, J.; Westermann, R. Compressed 3D Gaussian Splatting for Accelerated Effective Rendering. In Proceedings of the CVPR, Seattle, WA, USA, 17–21 June 2024. [Google Scholar]
- Chen, Y.; Wu, Q.; Lin, W.; Harandi, M.; Cai, J. HAC: Hash-Grid Assisted Context for 3D Gaussian Splatting Compression. In Proceedings of the ECCV, Milan, Italy, 29 September–4 October 2024. [Google Scholar]
- Navaneet, K.L.; Pourahmadi Meibodi, M.; Abbasi Koohpayegani, S.; Pirsiavash, H. Smaller and Faster Gaussian Splatting with Vector Quantization. In Proceedings of the ECCV, Milan, Italy, 29 September–4 October 2024. [Google Scholar]
- Lu, T.; Yu, M.; Xu, L.; Xiangli, Y.; Wang, L.; Lin, D.; Dai, B. Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering. In Proceedings of the CVPR, Seattle, WA, USA, 17–21 June 2024. [Google Scholar]
- Mi, Z.; Xu, D. Switch-NeRF: Learning Scene Decomposition with Mixture of Experts for Large-Scale Neural Radiance Fields. In Proceedings of the ICLR, Kigali, Rwanda, 1–5 May 2023. [Google Scholar]
- Xu, L.; Xiangli, Y.; Peng, S.; Pan, X.; Zhao, N.; Theobalt, C.; Dai, B.; Lin, D. Grid-guided Neural Radiance Fields for Large Urban Scenes. In Proceedings of the CVPR, Vancouver, BC, Canada, 18–22 June 2023. [Google Scholar]
- Chen, A.; Xu, Z.; Geiger, A.; Yu, J.; Su, H. TensoRF: Tensorial Radiance Fields. In Proceedings of the ECCV, Tel Aviv, Israel, 23–27 October 2022. [Google Scholar]
- Fridovich-Keil, S.; Meanti, G.; Warburg, F.R.; Recht, B.; Kanazawa, A. K-Planes: Explicit Radiance Fields in Space, Time, and Appearance. In Proceedings of the CVPR, Vancouver, BC, Canada, 18–22 June 2023. [Google Scholar]
- Kerbl, B.; Meuleman, A.; Kopanas, G.; Wimmer, M.; Lanvin, A.; Drettakis, G. A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets. ACM Trans. Graph. 2024, 43, 1–15. [Google Scholar] [CrossRef]
- Luebke, D.; Reddy, M.; Cohen, J.D.; Varshney, A.; Watson, B.; Huebner, R. Level of Detail for 3D Graphics; Morgan Kaufmann: Burlington, MA, USA, 2003. [Google Scholar]
- Girish, S.; Gupta, K.; Shrivastava, A. EAGLES: Efficient Accelerated 3D Gaussians with Lightweight Encodings. In Proceedings of the ECCV, Milan, Italy, 29 September–4 October 2024. [Google Scholar]
- Lee, J.C.; Rho, D.; Sun, X.; Ko, J.H.; Park, E. Compact 3D Gaussian Representation for Radiance Field. In Proceedings of the CVPR, Seattle, WA, USA, 17–21 June 2024. [Google Scholar]
- Cheng, K.; Long, X.; Yang, K.; Yao, Y.; Yin, W.; Ma, Y.; Wang, W.; Chen, X. GaussianPro: 3D Gaussian Splatting with Progressive Propagation. In Proceedings of the ICML, Vienna, Austria, 21–27 July 2024. [Google Scholar]
- Gupta, S.; Agrawal, A.; Gopalakrishnan, K.; Narayanan, P. Deep Learning with Limited Numerical Precision. In Proceedings of the ICML, Lille, France, 6–11 July 2015. [Google Scholar]
- Han, S.; Mao, H.; Dally, W.J. Deep Compression: Compressing Deep Neural Networks with Pruning, Trained Quantization and Huffman Coding. arXiv 2016, arXiv:1510.00149. [Google Scholar] [CrossRef]
- Bentley, J.L. Multidimensional binary search trees used for associative searching. Commun. ACM 1975, 18, 509–517. [Google Scholar] [CrossRef]
- Lin, L.; Liu, Y.; Hu, Y.; Yan, X.; Xie, K.; Huang, H. UrbanScene3D: A Large Scale Urban Scene Dataset and Simulator. In Proceedings of the CVPR, New Orleans, LA, USA, 19–23 June 2022. [Google Scholar]
- Schönberger, J.L.; Zheng, E.; Frahm, J.M.; Pollefeys, M. Pixelwise View Selection for Unstructured Multi-View Stereo. In Proceedings of the ECCV, Amsterdam, The Netherlands, 11–14 October 2016. [Google Scholar]












| Method | Residence [40] | Sci-Art [40] | ||||
|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| Mega-NeRF [16] | 22.08 | 0.628 | 0.401 | 25.60 | 0.770 | 0.312 |
| Switch-NeRF [28] | 22.57 | 0.654 | 0.352 | 26.51 | 0.795 | 0.271 |
| 3D-GS [7] | 21.44 | 0.791 | 0.232 | 21.21 | 0.821 | 0.245 |
| VastGaussian [12] | 21.01 | 0.669 | 0.261 | 22.64 | 0.761 | 0.261 |
| Hierarchy-GS [32] | 19.97 | 0.705 | 0.297 | 18.28 | 0.590 | 0.316 |
| CityGaussian [11] | 22.00 | 0.813 | 0.211 | 21.39 | 0.837 | 0.230 |
| BlockGaussian [13] | 22.63 | 0.821 | 0.196 | 24.69 | 0.848 | 0.208 |
| BlockGaussian* [13] | 20.54 | 0.754 | 0.233 | 23.34 | 0.809 | 0.236 |
| StitchGS (Ours) w/o Quant. | 22.84 | 0.786 | 0.247 | 24.32 | 0.837 | 0.222 |
| StitchGS (Ours) | 22.64 | 0.783 | 0.251 | 23.91 | 0.827 | 0.236 |
| Method | Residence [40] | Sci-Art [40] | ||
|---|---|---|---|---|
| Points | Storage↓ | Points | Storage↓ | |
| BlockGaussian [13] | 11.29 | 2519.04 | 4.77 | 831.76 |
| StitchGS (Ours) | 9.92 | 747.73 | 6.43 | 484.35 |
| Method | Building [16] | Rubble [16] | ||||
|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| Mega-NeRF [16] | 20.92 | 0.547 | 0.454 | 24.06 | 0.553 | 0.508 |
| Switch-NeRF [28] | 21.54 | 0.579 | 0.397 | 24.31 | 0.562 | 0.478 |
| 3D-GS [7] | 20.23 | 0.735 | 0.289 | 25.24 | 0.755 | 0.253 |
| VastGaussian [12] | 21.80 | 0.728 | 0.225 | 25.20 | 0.742 | 0.264 |
| Hierarchy-GS [32] | 21.52 | 0.723 | 0.297 | 24.64 | 0.755 | 0.284 |
| CityGaussian [11] | 21.55 | 0.778 | 0.246 | 25.77 | 0.813 | 0.228 |
| BlockGaussian [13] | 21.72 | 0.762 | 0.222 | 26.18 | 0.816 | 0.213 |
| BlockGaussian* [13] | 21.60 | 0.748 | 0.226 | 25.11 | 0.795 | 0.237 |
| StitchGS (Ours) w/o Quant. | 22.49 | 0.761 | 0.258 | 26.41 | 0.799 | 0.243 |
| StitchGS (Ours) | 22.47 | 0.758 | 0.259 | 26.21 | 0.796 | 0.245 |
| Method | Building [16] | Rubble [16] | ||
|---|---|---|---|---|
| Points | Storage↓ | Points | Storage↓ | |
| BlockGaussian [13] | 13.60 | 2508.80 | 10.43 | 2375.68 |
| StitchGS (Ours) | 10.81 | 814.56 | 11.04 | 831.42 |
| Method | MatrixCity-Aerial [15] | MatrixCity-Street [15] | ||||
|---|---|---|---|---|---|---|
| PSNR↑ | SSIM↑ | LPIPS↓ | PSNR↑ | SSIM↑ | LPIPS↓ | |
| 3D-GS [7] | 27.83 | 0.821 | 0.229 | 20.92 | 0.655 | 0.624 |
| VastGaussian [12] | 28.33 | 0.835 | 0.220 | - | - | - |
| CityGaussian [11] | 27.46 | 0.865 | 0.204 | - | - | - |
| BlockGaussian [13] | 29.32 | 0.908 | 0.112 | 25.48 | 0.821 | 0.272 |
| BlockGaussian* [13] | 29.85 | 0.927 | 0.083 | 24.00 | 0.778 | 0.293 |
| StitchGS (Ours) | 28.37 | 0.883 | 0.132 | 24.14 | 0.753 | 0.324 |
| Method | MatrixCity-Aerial [15] | MatrixCity-Street [15] | ||
|---|---|---|---|---|
| Points | Storage↓ | Points | Storage↓ | |
| BlockGaussian [13] | 13.57 | 3205.12 | 1.98 | 468.22 |
| StitchGS (Ours) | 10.75 | 809.93 | 1.86 | 139.78 |
| Method | Mill-19 [16] | UrbanScene3D [40] | MatrixCity [15] | Average | |||
|---|---|---|---|---|---|---|---|
| Building | Rubble | Residence | Sci-Art | Aerial | Street | ||
| BlockGaussian [13] | 19.61 | 28.48 | 23.87 | 54.40 | 27.74 | 88.61 | 40.45 |
| StitchGS (Ours) | 35.56 | 24.87 | 25.49 | 28.51 | 35.23 | 115.40 | 44.18 |
| Scene | Merge | GCR | Quant | PSNR↑ | SSIM↑ | LPIPS↓ | Storage↓ |
|---|---|---|---|---|---|---|---|
| Building [16] | 21.60 | 0.748 | 0.226 | 2508.80 | |||
| ✓ | 22.00 | 0.751 | 0.262 | 2560.00 | |||
| ✓ | ✓ | 22.49 | 0.761 | 0.258 | 1955.84 | ||
| ✓ | ✓ | ✓ | 22.47 | 0.758 | 0.259 | 814.56 | |
| Rubble [16] | 25.11 | 0.795 | 0.237 | 2375.68 | |||
| ✓ | 25.89 | 0.782 | 0.258 | 2611.20 | |||
| ✓ | ✓ | 26.41 | 0.799 | 0.243 | 2048.00 | ||
| ✓ | ✓ | ✓ | 26.21 | 0.796 | 0.245 | 831.42 |
| Scene | Merge | GCR | Quant | PSNR↑ | SSIM↑ | LPIPS↓ | Storage↓ |
|---|---|---|---|---|---|---|---|
| Residence [40] | 20.54 | 0.754 | 0.233 | 2519.04 | |||
| ✓ | 20.80 | 0.712 | 0.308 | 3164.16 | |||
| ✓ | ✓ | 22.84 | 0.786 | 0.247 | 2344.96 | ||
| ✓ | ✓ | ✓ | 22.64 | 0.783 | 0.251 | 747.73 | |
| Sci-Art [40] | 23.34 | 0.809 | 0.236 | 831.76 | |||
| ✓ | 22.85 | 0.801 | 0.245 | 1525.76 | |||
| ✓ | ✓ | 24.32 | 0.837 | 0.222 | 851.82 | ||
| ✓ | ✓ | ✓ | 23.91 | 0.827 | 0.236 | 484.35 |
| Metric | Mill-19 [16] | UrbanScene3D [40] | MatrixCity [15] | |||
|---|---|---|---|---|---|---|
| Building | Rubble | Residence | Sci-Art | Aerial | Street | |
| Blocks | 7 | 4 | 7 | 7 | 20 | 4 |
| Comp. Prim. | 1.4682 | 1.6212 | 1.3264 | 1.8630 | 1.8075 | 0.2787 |
| SIS Time | 86.2 | 30.7 | 50.1 | 44.5 | 657.6 | 4.0 |
| Peak VRAM | 0.1489 | 0.2173 | 0.1571 | 0.1451 | 0.0735 | 0.0334 |
| Method | Building [16] | Rubble [16] | ||||||
|---|---|---|---|---|---|---|---|---|
| Seam_PSNR↑ | BPD_L1↓ | nBGJ↓ | Coverage | Seam_PSNR↑ | BPD_L1↓ | nBGJ↓ | Coverage | |
| BlockGaussian* | 21.39 | 0.0661 | 1.0752 | 17.20% | 23.05 | 0.0536 | 1.0682 | 5.51% |
| StitchGS | 22.82 | 0.0552 | 1.0795 | 17.20% | 28.41 | 0.0281 | 1.0246 | 5.51% |
| Method | Residence [40] | Sci-Art [40] | ||||||
|---|---|---|---|---|---|---|---|---|
| Seam_PSNR↑ | BPD_L1↓ | nBGJ↓ | Coverage | Seam_PSNR↑ | BPD_L1↓ | nBGJ↓ | Coverage | |
| BlockGaussian* | 21.12 | 0.0662 | 0.9754 | 17.29% | 21.79 | 0.0664 | 1.1117 | 39.61% |
| StitchGS | 21.05 | 0.0640 | 0.9758 | 17.29% | 23.79 | 0.0503 | 1.1286 | 39.61% |
| Seed | Seam_PSNR↑ | BPD_L1↓ | nBGJ↓ | Seam_Coverage (%) |
|---|---|---|---|---|
| 0 | 22.8223 | 0.0552 | 1.0795 | 17.2011 |
| 1 | 22.8312 | 0.0552 | 1.0771 | 17.2011 |
| 2 | 22.8006 | 0.0554 | 1.0795 | 17.2011 |
| Mean ± Std | 22.8180 ± 0.0157 | 0.0553 ± 0.0001 | 1.0787 ± 0.0014 | 17.2011 ± 0.0000 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Su, J.; Pan, S.; Zhu, H.; Chen, S.; Huang, Y.; Zhou, Y. StitchGS: Towards Seamless and Lightweight Large-Scale 3D Gaussian Splatting. Remote Sens. 2026, 18, 1460. https://doi.org/10.3390/rs18101460
Su J, Pan S, Zhu H, Chen S, Huang Y, Zhou Y. StitchGS: Towards Seamless and Lightweight Large-Scale 3D Gaussian Splatting. Remote Sensing. 2026; 18(10):1460. https://doi.org/10.3390/rs18101460
Chicago/Turabian StyleSu, Jinhe, Shengfang Pan, Huanxin Zhu, Siyu Chen, Yaoming Huang, and Yixin Zhou. 2026. "StitchGS: Towards Seamless and Lightweight Large-Scale 3D Gaussian Splatting" Remote Sensing 18, no. 10: 1460. https://doi.org/10.3390/rs18101460
APA StyleSu, J., Pan, S., Zhu, H., Chen, S., Huang, Y., & Zhou, Y. (2026). StitchGS: Towards Seamless and Lightweight Large-Scale 3D Gaussian Splatting. Remote Sensing, 18(10), 1460. https://doi.org/10.3390/rs18101460

