Hardware-Rasterized Ray-Based Gaussian Splatting

Fuente: arXiv
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Hauptverfasser: Bulò, Samuel Rota, Bartolovic, Nemanja, Porzi, Lorenzo, Kontschieder, Peter
Format: Preprint
Veröffentlicht: 2025
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author Bulò, Samuel Rota
Bartolovic, Nemanja
Porzi, Lorenzo
Kontschieder, Peter
author_facet Bulò, Samuel Rota
Bartolovic, Nemanja
Porzi, Lorenzo
Kontschieder, Peter
contents We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.
format Preprint
id arxiv_https___arxiv_org_abs_2503_18682
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Hardware-Rasterized Ray-Based Gaussian Splatting
Bulò, Samuel Rota
Bartolovic, Nemanja
Porzi, Lorenzo
Kontschieder, Peter
Computer Vision and Pattern Recognition
Graphics
We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.
title Hardware-Rasterized Ray-Based Gaussian Splatting
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2503.18682