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3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering

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arxiv 2508.05343 v1 pith:2C7DU5BJ submitted 2025-08-07 cs.CV

3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering

classification cs.CV
keywords primitivesrenderingdgabsplatnovelefficiencygaborgabor-basedmultiple
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Recent prominence in 3D Gaussian Splatting (3DGS) has enabled real-time rendering while maintaining high-fidelity novel view synthesis. However, 3DGS resorts to the Gaussian function that is low-pass by nature and is restricted in representing high-frequency details in 3D scenes. Moreover, it causes redundant primitives with degraded training and rendering efficiency and excessive memory overhead. To overcome these limitations, we propose 3D Gabor Splatting (3DGabSplat) that leverages a novel 3D Gabor-based primitive with multiple directional 3D frequency responses for radiance field representation supervised by multi-view images. The proposed 3D Gabor-based primitive forms a filter bank incorporating multiple 3D Gabor kernels at different frequencies to enhance flexibility and efficiency in capturing fine 3D details. Furthermore, to achieve novel view rendering, an efficient CUDA-based rasterizer is developed to project the multiple directional 3D frequency components characterized by 3D Gabor-based primitives onto the 2D image plane, and a frequency-adaptive mechanism is presented for adaptive joint optimization of primitives. 3DGabSplat is scalable to be a plug-and-play kernel for seamless integration into existing 3DGS paradigms to enhance both efficiency and quality of novel view synthesis. Extensive experiments demonstrate that 3DGabSplat outperforms 3DGS and its variants using alternative primitives, and achieves state-of-the-art rendering quality across both real-world and synthetic scenes. Remarkably, we achieve up to 1.35 dB PSNR gain over 3DGS with simultaneously reduced number of primitives and memory consumption.

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Forward citations

Cited by 3 Pith papers

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

  1. Fourier Splatting: Generalized Fourier encoded primitives for scalable radiance fields

    cs.CV 2026-03 accept novelty 6.5

    Planar Fourier-boundary surfels let a single radiance-field model render at continuous levels of detail by truncating coefficients, with STE gradients and HYDRA densification enabling stable training.

  2. Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction

    cs.CV 2026-04 unverdicted novelty 6.0

    Neural Harmonic Textures add periodic feature interpolation and deferred neural decoding to primitive representations, achieving state-of-the-art real-time novel-view synthesis and bridging primitive and neural-field methods.

  3. Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction

    cs.CV 2026-04 accept novelty 6.0

    Anchoring sin/cos-activated latent features on per-primitive virtual scaffolds and decoding them in one deferred MLP pass yields SOTA real-time novel-view synthesis on standard benchmarks.