CVGRDec 12, 2025

Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance

arXiv:2512.11800v11 citationsh-index: 52
Originality Incremental advance
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This addresses a limitation in 3D Gaussian Splatting for novel view synthesis, enabling more accurate rendering of translucent media, though it is an incremental improvement building on prior moment-based transparency work.

The paper tackled the problem of rendering complex, overlapping semi-transparent objects in 3D Gaussian Splatting by introducing a moment-based method for high-fidelity transmittance computation, resulting in significantly improved reconstruction and rendering quality without ray tracing or per-pixel sorting.

The recent success of 3D Gaussian Splatting (3DGS) has reshaped novel view synthesis by enabling fast optimization and real-time rendering of high-quality radiance fields. However, it relies on simplified, order-dependent alpha blending and coarse approximations of the density integral within the rasterizer, thereby limiting its ability to render complex, overlapping semi-transparent objects. In this paper, we extend rasterization-based rendering of 3D Gaussian representations with a novel method for high-fidelity transmittance computation, entirely avoiding the need for ray tracing or per-pixel sample sorting. Building on prior work in moment-based order-independent transparency, our key idea is to characterize the density distribution along each camera ray with a compact and continuous representation based on statistical moments. To this end, we analytically derive and compute a set of per-pixel moments from all contributing 3D Gaussians. From these moments, a continuous transmittance function is reconstructed for each ray, which is then independently sampled within each Gaussian. As a result, our method bridges the gap between rasterization and physical accuracy by modeling light attenuation in complex translucent media, significantly improving overall reconstruction and rendering quality.

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