NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting

Fuente: arXiv
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Hauptverfasser: Zoomers, Brent, Hahlbohm, Florian, Vanherck, Joni, Jorissen, Lode, Magnor, Marcus, Michiels, Nick
Format: Preprint
Veröffentlicht: 2025
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author Zoomers, Brent
Hahlbohm, Florian
Vanherck, Joni
Jorissen, Lode
Magnor, Marcus
Michiels, Nick
author_facet Zoomers, Brent
Hahlbohm, Florian
Vanherck, Joni
Jorissen, Lode
Magnor, Marcus
Michiels, Nick
contents 3D Gaussian Splatting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives. However, the semi-transparent nature of Gaussians prevents the application of another highly effective technique: occlusion culling. We address this limitation by proposing a novel method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared MLP across instances of an asset in a scene. By querying it for Gaussians within the viewing frustum prior to rasterization, our method can discard occluded primitives during rendering. Leveraging Tensor Cores for efficient computation, we integrate these neural queries directly into a novel instanced software rasterizer. Our approach outperforms the current state of the art for composed scenes in terms of VRAM usage and image quality, utilizing a combination of our instanced rasterizer and occlusion culling MLP, and exhibits complementary properties to existing LoD techniques.
format Preprint
id arxiv_https___arxiv_org_abs_2511_19202
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
Zoomers, Brent
Hahlbohm, Florian
Vanherck, Joni
Jorissen, Lode
Magnor, Marcus
Michiels, Nick
Computer Vision and Pattern Recognition
Graphics
3D Gaussian Splatting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives. However, the semi-transparent nature of Gaussians prevents the application of another highly effective technique: occlusion culling. We address this limitation by proposing a novel method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared MLP across instances of an asset in a scene. By querying it for Gaussians within the viewing frustum prior to rasterization, our method can discard occluded primitives during rendering. Leveraging Tensor Cores for efficient computation, we integrate these neural queries directly into a novel instanced software rasterizer. Our approach outperforms the current state of the art for composed scenes in terms of VRAM usage and image quality, utilizing a combination of our instanced rasterizer and occlusion culling MLP, and exhibits complementary properties to existing LoD techniques.
title NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2511.19202