Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?

Abstract Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real‐time novel‐view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray‐marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in‐depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations.

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Institutions

Publication Details

Journal
Computer Graphics Forum
Published
2025-04-14
DOI
https://doi.org/10.1111/cgf.70032
Citations
4
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
14.16

Funders

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article

Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?

Georgios Kopanas, Bernhard Kerbl, George Drettakis, Michael Wimmer et al.
4 citations
Computer Graphics Forum
Computer Graphics and Visualization Techniques
14.16
article

Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?

Georgios Kopanas, Bernhard Kerbl, George Drettakis, Michael Wimmer, A. Celarek
article en
4 citations

Abstract

Abstract Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real‐time novel‐view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray‐marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in‐depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations.

Computer Graphics ForumVol. 44(2)
Institut national de recherche en sciences et technologies du numérique (FR), TU Wien (AT), Université Côte d'Azur (FR), Google (United Kingdom) (GB), Observatoire de la Côte d’Azur (FR)
Adobe Systems, Nvidia
Openalex Percentile: Top 1%
Computer Graphics and Visualization Techniques
14.16
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Does 3D Gaussian Splatting Need Accurate Volumetric Rendering? — Georgios Kopanas, Bernhard Kerbl, et al. · Computer Graphics Forum (2025) | TGRS Research Map | TGRS