Research map / 3D vision / Gaussian splatting
Sort-free Gaussian Splatting via Weighted Sum Rendering
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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
- LC-WSR averages 27.19 PSNR on Mip-NeRF360 (vs 3DGS 27.21) and 23.61 on Tanks & Temples (vs 23.14), 29.63 on Deep Blending (vs 29.41).
- On a Snapdragon 8 Gen 3 GPU at 1920x1080, the method is on average 1.23x faster in total time than the Vulkan 3DGS-Graphics implementation when mobile resources are not exhausted.
- Runtime memory is about 63% of 3DGS-Graphics memory.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Replace DIR-WSR's constant weights with LC-WSR's linear depth correction (ablation) | Weighted Sum Rendering · Mip-NeRF 360 | PSNR: 25.99 -> 27.19 | Helped |
| Replace DIR-WSR's constant weights with LC-WSR's linear depth correction (ablation) | Weighted Sum Rendering · Tanks & Temples | PSNR: 22.80 -> 23.61 | Helped |
| Replace DIR-WSR's constant weights with LC-WSR's linear depth correction (ablation) | Weighted Sum Rendering · Deep Blending | PSNR: 28.85 -> 29.63 | Helped |
| Replace EXP-WSR's exponential depth weights with LC-WSR's linear correction (ablation) | Weighted Sum Rendering · Mip-NeRF 360 | PSNR: 26.97 -> 27.19 | Helped |
| Replace EXP-WSR's exponential depth weights with LC-WSR's linear correction (ablation) | Weighted Sum Rendering · Tanks & Temples | PSNR: 23.32 -> 23.61 | Helped |
| Replace EXP-WSR's exponential depth weights with LC-WSR's linear correction (ablation) | Weighted Sum Rendering · Deep Blending | PSNR: 29.77 -> 29.63 | Hurt |
| Add learnable rendering parameters (ablation) | LC-WSR · Mip-NeRF360 | PSNR: 23.19 -> 27.19 | Helped |
| Add learnable rendering parameters (ablation) | LC-WSR · Tanks & Temples | PSNR: 21.55 -> 23.61 | Helped |
| Add learnable rendering parameters (ablation) | LC-WSR · Deep Blending | PSNR: 27.92 -> 29.63 | Helped |
| Add view-dependent opacity (ablation) | LC-WSR · Mip-NeRF360 | PSNR: 25.88 -> 27.19 | Helped |
| Add view-dependent opacity (ablation) | LC-WSR · Tanks & Temples | PSNR: 21.83 -> 23.61 | Helped |
| Add view-dependent opacity (ablation) | LC-WSR · Deep Blending | PSNR: 29.27 -> 29.63 | Helped |
Surprising findings
- Linear-correction weights produce better PSNR than the exponential OIT-style weights for Gaussian splatting.
- View-dependent opacity contributes substantially: removing it drops Mip-NeRF360 PSNR from 27.19 to 25.88.
Limitations
- No early termination possible in the fragment-shader-based implementation, so it cannot skip occluded Gaussians.
- Dark objects in front of bright backgrounds appear apparently transparent (failure case).
- Speedup is not realized on scenes where the 3DGS-Graphics baseline does not exhaust mobile resources; kitchen and train show little or negative gain.
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
Closest papers by meaning
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.92)
- Optimized Minimal 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.91)
- DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds (CVPR 2025 · similarity 0.91)
- Steepest Descent Density Control for Compact 3D Gaussian Splatting (CVPR 2025 · similarity 0.90)
- IBGS: Image-Based Gaussian Splatting (NeurIPS 2025 · similarity 0.90)
- Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering (CVPR 2024 · similarity 0.90)
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