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Sort-free Gaussian Splatting via Weighted Sum Rendering

ICLR 2025 · 3D vision › Gaussian splatting · approach: Regularization and primitive design for 3DGS · 0 citations (OpenAlex)

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Proposes Weighted Sum Rendering (GS-WSR), a sort-free Gaussian Splatting method that replaces alpha blending with learned commutative weighted sums plus view-dependent opacity, and runs faster on a mobile GPU.

Problem

3DGS rendering depends on costly, view-dependent depth sorting before non-commutative alpha blending, which hurts speed on mobile GPUs and causes popping artifacts.

Approach

Replace sorted alpha-compositing with a commutative weighted sum where each Gaussian's weight is a learned function of depth (DIR, EXP, or linear-correction variants), plus view-dependent opacity from spherical harmonics, so rendering order does not matter.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Replace DIR-WSR's constant weights with LC-WSR's linear depth correction (ablation)Weighted Sum Rendering · Mip-NeRF 360PSNR: 25.99 -> 27.19Helped
Replace DIR-WSR's constant weights with LC-WSR's linear depth correction (ablation)Weighted Sum Rendering · Tanks & TemplesPSNR: 22.80 -> 23.61Helped
Replace DIR-WSR's constant weights with LC-WSR's linear depth correction (ablation)Weighted Sum Rendering · Deep BlendingPSNR: 28.85 -> 29.63Helped
Replace EXP-WSR's exponential depth weights with LC-WSR's linear correction (ablation)Weighted Sum Rendering · Mip-NeRF 360PSNR: 26.97 -> 27.19Helped
Replace EXP-WSR's exponential depth weights with LC-WSR's linear correction (ablation)Weighted Sum Rendering · Tanks & TemplesPSNR: 23.32 -> 23.61Helped
Replace EXP-WSR's exponential depth weights with LC-WSR's linear correction (ablation)Weighted Sum Rendering · Deep BlendingPSNR: 29.77 -> 29.63Hurt
Add learnable rendering parameters (ablation)LC-WSR · Mip-NeRF360PSNR: 23.19 -> 27.19Helped
Add learnable rendering parameters (ablation)LC-WSR · Tanks & TemplesPSNR: 21.55 -> 23.61Helped
Add learnable rendering parameters (ablation)LC-WSR · Deep BlendingPSNR: 27.92 -> 29.63Helped
Add view-dependent opacity (ablation)LC-WSR · Mip-NeRF360PSNR: 25.88 -> 27.19Helped
Add view-dependent opacity (ablation)LC-WSR · Tanks & TemplesPSNR: 21.83 -> 23.61Helped
Add view-dependent opacity (ablation)LC-WSR · Deep BlendingPSNR: 29.27 -> 29.63Helped

Surprising findings

Limitations

Experimental setup

Datasets: Mip-NeRF360 Tanks & Temples Deep Blending

Benchmarks: Mip-NeRF360 Tanks & Temples Deep Blending

Metrics: PSNR SSIM LPIPS runtime (ms) runtime memory (MB)

Baselines: 3DGS Plenoxels INGP-Base INGP-Big Mip-NeRF360 Compact 3DGS Compressed 3DGS LightGaussian 3DGS-Compute 3DGS-Graphics

Builds on: 3D Gaussian Splatting Order Independent Transparency (weighted blended OIT) KPConv

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