Eulerian Gaussian Splatting using Hashed Probability Pyramids

Fuente: arXiv
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Autori principali: Polansky, Mia Gaia, Kopanas, George, Garbin, Stephan, Zickler, Todd, Verbin, Dor
Natura: Preprint
Pubblicazione: 2026
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author Polansky, Mia Gaia
Kopanas, George
Garbin, Stephan
Zickler, Todd
Verbin, Dor
author_facet Polansky, Mia Gaia
Kopanas, George
Garbin, Stephan
Zickler, Todd
Verbin, Dor
contents We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
format Preprint
id arxiv_https___arxiv_org_abs_2605_29136
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Eulerian Gaussian Splatting using Hashed Probability Pyramids
Polansky, Mia Gaia
Kopanas, George
Garbin, Stephan
Zickler, Todd
Verbin, Dor
Computer Vision and Pattern Recognition
Machine Learning
We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
title Eulerian Gaussian Splatting using Hashed Probability Pyramids
topic Computer Vision and Pattern Recognition
Machine Learning
url https://arxiv.org/abs/2605.29136