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RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS

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arxiv 2403.13806 v2 pith:MTGXOLQ3 submitted 2024-03-20 cs.CV cs.GR

classification cs.CVcs.GR
keywords renderingqualityreal-timescenesradiancerobustachievecaptures
verification ladder T0 review T1 audit T2 compute T3 formal
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Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.

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Forward citations

Cited by 7 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction

    cs.GR 2025-09 reject novelty 7.0 of 10

    ContraGS trains 3D Gaussian Splatting directly on codebook-compressed representations, cutting peak model memory ~3.5x with small quality loss.

  2. Can3Tok: Canonical 3D Tokenization and Latent Modeling of Scene-Level 3D Gaussians

    cs.CV 2025-08 conditional novelty 6.0 of 10

    Can3Tok tokenizes scene-level 3D Gaussian splats into canonical latent tokens with normalization and saliency filtering, enabling reconstruction and text/image-to-3D generation.

  3. NeRF Is a Valuable Assistant for 3D Gaussian Splatting

    cs.CV 2025-07 conditional novelty 6.0 of 10

    NeRF-GS jointly optimizes a NeRF and a 3D Gaussian Splatting model in one scene, using shared features, residual corrections, and mutual loss constraints to beat both standalone methods.

  4. SurfFill: Completion of LiDAR Point Clouds via Gaussian Surfel Splatting

    cs.CV 2025-12 conditional novelty 5.0 of 10

    SurfFill completes missing thin structures in LiDAR point clouds by focusing Gaussian surfel splatting on density-ambiguous regions surrounding the gaps.

  5. Towards Integrating Multi-Spectral Imaging with Gaussian Splatting

    cs.CV 2025-08 conditional novelty 5.0 of 10

    Jointly optimizing RGB and four additional spectral bands in one 3D Gaussian Splatting model, after an RGB-only warm-up and with spectrum-aware densification, outperforms per-band models and slightly improves RGB via ...

  6. Confident Splatting: Confidence-Based Compression of 3D Gaussian Splatting via Learnable Beta Distributions

    cs.GR 2025-06 conditional novelty 5.0 of 10

    Learned per-splat Beta-distributed confidence scores enable test-time pruning of 3D Gaussian splats with minor quality loss, and average confidence is proposed as a scene quality metric.

  7. Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance

    cs.GR 2025-06 conditional novelty 5.0 of 10

    A 3D Gaussian Splatting accelerator uses axis-shared rasterization and a trained MLP to replace sorting, reporting large speedups over edge GPUs with about 1 dB PSNR loss.

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