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Hardware-Rasterized Ray-Based Gaussian Splatting
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We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.
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Cited by 1 Pith paper
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Efficient Differentiable Hardware Rasterization for 3D Gaussian Splatting
A hardware-rasterization pipeline with programmable blending and subgroup/quad gradient reduction achieves 3.07x end-to-end speedup and a 37x sorting-memory cut for 3D Gaussian Splatting.
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