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Hardware-Rasterized Ray-Based Gaussian Splatting

CVPR 2025 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 3 citations (OpenAlex)

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Proposes a hardware-rasterized renderer for ray-based 3D Gaussian Splatting (RayGS) that encloses each primitive's support with a 3D quad, plus an approximate MIP formulation for alias-free rendering across scales.

Problem

Rendering RayGS (ray-traced 3D Gaussian volume rendering) models is too slow for high frame-rate applications such as VR/MR on consumer hardware, since ray-based formulations lack the straightforward hardware rasterization mapping of standard 3DGS; RayGS also suffers from aliasing when rendering at

Approach

Instead of enclosing the projected support with a 2D screen-space quad (which can be a half-hyperbola for RayGS), the method isomorphically maps the boundary of the support to a unit circle and places a minimum-area quad in 3D space, then interpolates a quantity in the fragment shader to recover the RayGS divergence; it also derives a pixel-area-smoothed (MIP) opacity modulated by a pixel-dependen

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Replace the GOF CUDA renderer with hardware-rasterized VKRayGSRayGS · MipNeRF360 and Tanks&Temples scenesFPS: approximately 40× fasterHelped
Replace the GOF CUDA renderer with hardware-rasterized VKRayGSRayGS · MipNeRF360 and Tanks&Temples scenesPSNRMixed
Add the MIP formulation (ablation)VKRayGS · MipNeRF360 bicycle, distant-camera renderingaliasing artifactsHelped
Use 4× multi-sampling anti-aliasing instead of the MIP formulation (ablation)VKRayGS · MipNeRF360 bicycle, distant-camera renderingaliasing artifactsMixed
Remove the MIP opacity modulation factor (ablation)VKRayGS with MIP · MipNeRF360 bicycle, distant-camera renderingrendering artifactsHurt

Surprising findings

Limitations

Experimental setup

Datasets: MipNeRF360 Tanks and Temples

Benchmarks: MipNeRF360 Tanks and Temples

Metrics: PSNR SSIM LPIPS FPS

Baselines: GOF (Gaussian Opacity Fields) CUDA renderer 3DGS (INRIA CUDA renderer) VKGS MSAA

Builds on: 3D Gaussian Splatting RayGS (Gaussian Opacity Fields) VKGS MIP-Splatting

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