StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time RenderingLukas Radl, Michael Steiner, Mathias Parger et al.
Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single view-space depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements.
VRSplat: Fast and Robust Gaussian Splatting for Virtual RealityXuechang Tu, Lukas Radl, Michael Steiner et al.
3D Gaussian Splatting (3DGS) has rapidly become a leading technique for novel-view synthesis, providing exceptional performance through efficient software-based GPU rasterization. Its versatility enables real-time applications, including on mobile and lower-powered devices. However, 3DGS faces key challenges in virtual reality (VR): (1) temporal artifacts, such as popping during head movements, (2) projection-based distortions that result in disturbing and view-inconsistent floaters, and (3) reduced framerates when rendering large numbers of Gaussians, falling below the critical threshold for VR. Compared to desktop environments, these issues are drastically amplified by large field-of-view, constant head movements, and high resolution of head-mounted displays (HMDs). In this work, we introduce VRSplat: we combine and extend several recent advancements in 3DGS to address challenges of VR holistically. We show how the ideas of Mini-Splatting, StopThePop, and Optimal Projection can complement each other, by modifying the individual techniques and core 3DGS rasterizer. Additionally, we propose an efficient foveated rasterizer that handles focus and peripheral areas in a single GPU launch, avoiding redundant computations and improving GPU utilization. Our method also incorporates a fine-tuning step that optimizes Gaussian parameters based on StopThePop depth evaluations and Optimal Projection. We validate our method through a controlled user study with 25 participants, showing a strong preference for VRSplat over other configurations of Mini-Splatting. VRSplat is the first, systematically evaluated 3DGS approach capable of supporting modern VR applications, achieving 72+ FPS while eliminating popping and stereo-disrupting floaters.
8.6GRApr 17, 2025
AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian RenderingMichael Steiner, Thomas Köhler, Lukas Radl et al.
Although 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it still faces challenges such as aliasing, projection artifacts, and view inconsistencies, primarily due to the simplification of treating splats as 2D entities. We argue that incorporating full 3D evaluation of Gaussians throughout the 3DGS pipeline can effectively address these issues while preserving rasterization efficiency. Specifically, we introduce an adaptive 3D smoothing filter to mitigate aliasing and present a stable view-space bounding method that eliminates popping artifacts when Gaussians extend beyond the view frustum. Furthermore, we promote tile-based culling to 3D with screen-space planes, accelerating rendering and reducing sorting costs for hierarchical rasterization. Our method achieves state-of-the-art quality on in-distribution evaluation sets and significantly outperforms other approaches for out-of-distribution views. Our qualitative evaluations further demonstrate the effective removal of aliasing, distortions, and popping artifacts, ensuring real-time, artifact-free rendering.