Universal Beta Splatting

Fuente: arXiv
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Autores principales: Liu, Rong, Gao, Zhongpai, Planche, Benjamin, Chen, Meida, Nguyen, Van Nguyen, Zheng, Meng, Choudhuri, Anwesa, Chen, Terrence, Wang, Yue, Feng, Andrew, Wu, Ziyan
Formato: Preprint
Publicado: 2025
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author Liu, Rong
Gao, Zhongpai
Planche, Benjamin
Chen, Meida
Nguyen, Van Nguyen
Zheng, Meng
Choudhuri, Anwesa
Chen, Terrence
Wang, Yue
Feng, Andrew
Wu, Ziyan
author_facet Liu, Rong
Gao, Zhongpai
Planche, Benjamin
Chen, Meida
Nguyen, Van Nguyen
Zheng, Meng
Choudhuri, Anwesa
Chen, Terrence
Wang, Yue
Feng, Andrew
Wu, Ziyan
contents We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.
format Preprint
id arxiv_https___arxiv_org_abs_2510_03312
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Universal Beta Splatting
Liu, Rong
Gao, Zhongpai
Planche, Benjamin
Chen, Meida
Nguyen, Van Nguyen
Zheng, Meng
Choudhuri, Anwesa
Chen, Terrence
Wang, Yue
Feng, Andrew
Wu, Ziyan
Graphics
Computer Vision and Pattern Recognition
Image and Video Processing
We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.
title Universal Beta Splatting
topic Graphics
Computer Vision and Pattern Recognition
Image and Video Processing
url https://arxiv.org/abs/2510.03312