3D Gaussian Splatting builds a dense scene from a sparse initialization through adaptive density control (ADC). During rendering, per-Gaussian statistics are gathered and passed through a frustum-based visibility filter to decide where to add or remove Gaussians. According to the paper, this filter is limited because it treats any Gaussian inside the frustum as visible, even when occluded by other geometry.

The authors propose an occlusion-aware densification strategy, summarized in the title as 'Counting Contributions, Not Views.' Instead of relying on simple visibility, the method weighs each Gaussian by its actual contribution to the rendered image. This is intended to make density control more accurate, particularly in scenes with heavy occlusion. The abstract does not include quantitative results, so the reported gains are not available from the source.