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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

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

classification cs.CV cs.GR
keywords renderingqualityreal-timescenesradiancerobustachievecaptures
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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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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Cited by 7 Pith papers

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

  1. HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting

    cs.CV 2026-05 unverdicted novelty 7.0

    HiGS achieves up to 15.8x faster real-time 3D Gaussian Splatting by running partitioning at coarse macro-tile scale and rasterization at fine tile scale, issuing work proportional to Gaussians per macro-tile.

  2. GETA-3DGS: Automatic Joint Structured Pruning and Quantization for 3D Gaussian Splatting

    cs.LG 2026-05 unverdicted novelty 7.0

    GETA-3DGS is the first automatic joint structured pruning and quantization framework for 3D Gaussian Splatting, achieving roughly 5x storage reduction on standard datasets without per-scene thresholds.

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

    cs.GR 2025-09 reject novelty 7.0

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

  4. Gaussians on a Diet: High-Quality Memory-Bounded 3D Gaussian Splatting Training

    cs.CV 2026-04 conditional novelty 6.0

    A dynamic training framework for 3D Gaussian Splatting alternates incremental pruning and adaptive growing of primitives to maintain high rendering quality at up to 80% lower peak memory than standard 3DGS.

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

    cs.CV 2025-12 conditional novelty 5.0

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

  6. Improving 3D Gaussian Splatting Compression by Scene-Adaptive Lattice Vector Quantization

    cs.CV 2025-09 unverdicted novelty 5.0

    Scene-adaptive lattice vector quantization improves rate-distortion performance of 3DGS compression over uniform scalar quantization while adding little overhead and supporting multiple bit rates from one trained model.

  7. Towards Integrating Multi-Spectral Imaging with Gaussian Splatting

    cs.CV 2025-08 conditional novelty 5.0

    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 ...