NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
- URL: http://arxiv.org/abs/2511.19202v1
- Date: Mon, 24 Nov 2025 15:11:12 GMT
- Title: NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
- Abstract summary: 3D Gaussianting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives.<n>We propose a method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared across instances of an asset in a scene.<n>By querying it for Gaussians within the viewing frustum prior to rendering, our method can discard occluded primitives during rendering.
- Score: 0.6516563485069087
- License: http://creativecommons.org/licenses/by-nc-nd/4.0/
- Abstract: 3D Gaussian Splatting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives. However, the semi-transparent nature of Gaussians prevents the application of another highly effective technique: occlusion culling. We address this limitation by proposing a novel method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared MLP across instances of an asset in a scene. By querying it for Gaussians within the viewing frustum prior to rasterization, our method can discard occluded primitives during rendering. Leveraging Tensor Cores for efficient computation, we integrate these neural queries directly into a novel instanced software rasterizer. Our approach outperforms the current state of the art for composed scenes in terms of VRAM usage and image quality, utilizing a combination of our instanced rasterizer and occlusion culling MLP, and exhibits complementary properties to existing LoD techniques.
Related papers
- SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting [26.626951365522526]
We introduce a novel method for reconstructing an animatable head avatar from a single image.<n>We propose a Graph splitting network to progressively generate Gaussians from coarse to fine.<n>This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.
arXiv Detail & Related papers (2026-05-25T12:02:43Z) - LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering [75.67501939005119]
We present a novel level-of-detail (LOD) method for 3D Gaussian Splatting on memory-constrained devices.<n>Our approach iteratively selects optimal subsets of Gaussians based on camera distance.<n>Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets.
arXiv Detail & Related papers (2025-05-29T06:50:57Z) - Intern-GS: Vision Model Guided Sparse-View 3D Gaussian Splatting [95.61137026932062]
Intern-GS is a novel approach to enhance the process of sparse-view Gaussian splatting.<n>We show that Intern-GS achieves state-of-the-art rendering quality across diverse datasets.
arXiv Detail & Related papers (2025-05-27T05:17:49Z) - SparseGS-W: Sparse-View 3D Gaussian Splatting in the Wild with Generative Priors [22.561786156613525]
We propose SparseGS-W, a novel framework to Synthesizing novel views of large-scale scenes from unconstrained in-the-wild images.<n>We leverage geometric priors and constrained diffusion priors to compensate for the lack of multi-view information from extremely sparse input.<n>SparseGS-W achieves state-of-the-art performance not only in full-reference metrics, but also in commonly used non-reference metrics such as FID, ClipIQA, and MUSIQ.
arXiv Detail & Related papers (2025-03-25T08:40:40Z) - ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes [81.48624894781257]
3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required.<n>Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency.<n>We propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality.
arXiv Detail & Related papers (2025-03-21T18:55:14Z) - MeshSplats: Mesh-Based Rendering with Gaussian Splatting Initialization [0.4543820534430523]
We introduce MeshSplats, a method which converts Gaussian elements into mesh faces.<n>Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced quality without additional training.
arXiv Detail & Related papers (2025-02-11T18:27:39Z) - MCGS: Multiview Consistency Enhancement for Sparse-View 3D Gaussian Radiance Fields [100.90743697473232]
Radiance fields represented by 3D Gaussians excel at synthesizing novel views, offering both high training efficiency and fast rendering.<n>Existing methods often incorporate depth priors from dense estimation networks but overlook the inherent multi-view consistency in input images.<n>We propose a view synthesis framework based on 3D Gaussian Splatting, enabling scene reconstruction from sparse views.
arXiv Detail & Related papers (2024-10-15T08:39:05Z) - Mipmap-GS: Let Gaussians Deform with Scale-specific Mipmap for Anti-aliasing Rendering [81.88246351984908]
We propose a unified optimization method to make Gaussians adaptive for arbitrary scales.
Inspired by the mipmap technique, we design pseudo ground-truth for the target scale and propose a scale-consistency guidance loss to inject scale information into 3D Gaussians.
Our method outperforms 3DGS in PSNR by an average of 9.25 dB for zoom-in and 10.40 dB for zoom-out.
arXiv Detail & Related papers (2024-08-12T16:49:22Z) - LoopSparseGS: Loop Based Sparse-View Friendly Gaussian Splatting [18.682864169561498]
LoopSparseGS is a loop-based 3DGS framework for the sparse novel view synthesis task.
We introduce a novel Sparse-friendly Sampling (SFS) strategy to handle oversized Gaussian ellipsoids leading to large pixel errors.
Experiments on four datasets demonstrate that LoopSparseGS outperforms existing state-of-the-art methods for sparse-input novel view synthesis.
arXiv Detail & Related papers (2024-08-01T03:26:50Z) - SWAG: Splatting in the Wild images with Appearance-conditioned Gaussians [2.2369578015657954]
Implicit neural representation methods have shown impressive advancements in learning 3D scenes from unstructured in-the-wild photo collections.
We introduce a new mechanism to train transient Gaussians to handle the presence of scene occluders in an unsupervised manner.
arXiv Detail & Related papers (2024-03-15T16:00:04Z) - Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering [71.44349029439944]
Recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed.
We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians.
We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering.
arXiv Detail & Related papers (2023-11-30T17:58:57Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.