Research map / 3D vision / Gaussian splatting
Hardware-Rasterized Ray-Based Gaussian Splatting
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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
- On MipNeRF360 and Tanks&Temples scenes, VKRayGS renders on average about 40x faster than the GOF CUDA renderer on an RTX2080 (e.g., bicycle 4 FPS vs 177 FPS).
- Quality is slightly lower than GOF (e.g., bicycle PSNR 25.47 vs 25.31; barn 28.99 vs 28.30), described as an implementation misalignment rather than a consequence of the method.
- The MIP formulation removes aliasing at distant views without the thickening artifacts of naive MIP-like smoothing, at negligible computational overhead.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Replace the GOF CUDA renderer with hardware-rasterized VKRayGS | RayGS · MipNeRF360 and Tanks&Temples scenes | FPS: approximately 40× faster | Helped |
| Replace the GOF CUDA renderer with hardware-rasterized VKRayGS | RayGS · MipNeRF360 and Tanks&Temples scenes | PSNR | Mixed |
| Add the MIP formulation (ablation) | VKRayGS · MipNeRF360 bicycle, distant-camera rendering | aliasing artifacts | Helped |
| Use 4× multi-sampling anti-aliasing instead of the MIP formulation (ablation) | VKRayGS · MipNeRF360 bicycle, distant-camera rendering | aliasing artifacts | Mixed |
| Remove the MIP opacity modulation factor (ablation) | VKRayGS with MIP · MipNeRF360 bicycle, distant-camera rendering | rendering artifacts | Hurt |
Surprising findings
- VKGS (hardware-rasterized 3DGS) is on average about 2x faster than the INRIA CUDA 3DGS renderer, with quality metrics largely unchanged.
Limitations
- Assumes near-plane clipping is disabled; quads intersecting the near plane produce visible discontinuities.
- Quality is slightly below GOF on several scenes, attributed to pipeline misalignments.
- Only accelerates test-time rendering; training remains CUDA-based and not accelerated by hardware rasterization.
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
Closest papers by meaning
- DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds (CVPR 2025 · similarity 0.92)
- FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering (CVPR 2025 · similarity 0.91)
- 6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering (ICLR 2025 · similarity 0.91)
- Anti-Aliased 2D Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.91)
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