# Isotropic Gaussian Splatting for Real-Time Radiance Field Rendering

arXiv: https://arxiv.org/abs/2403.14244 · HTML: https://mlsanity.com/paper/2403.14244/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 8 of its 22 references that are in the map.
- First posted on arXiv 21 Mar 2024.

## Builds on (most cited first, 8 of 8)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-Splatting: Alias-free 3D Gaussian Splatting](https://mlsanity.com/paper/2311.16493/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [Side Window Filtering](https://mlsanity.com/paper/1905.07177/) (2019)
- [Weighted Mean Curvature](https://mlsanity.com/paper/1903.07189/) (2019)
- [Fast and High-Quality Blind Multi-Spectral Image Pansharpening](https://mlsanity.com/paper/2103.09943/) (2021)

## Built on by (most cited first, 3 of 3)

- [EGGS: Edge Guided Gaussian Splatting for Radiance Fields](https://mlsanity.com/paper/2404.09105/) (2024)
- [GDGS: Gradient Domain Gaussian Splatting for Sparse Representation of Radiance Fields](https://mlsanity.com/paper/2405.05446/) (2024)
- [SplatCtrl: Perception-Action Coupling via Gaussian Scene Representations and Reactive Robot Control](https://mlsanity.com/paper/2607.08948/) (2026)

## Abstract (arXiv)

The 3D Gaussian splatting method has drawn a lot of attention, thanks to its high performance in training and high quality of the rendered image. However, it uses anisotropic Gaussian kernels to represent the scene. Although such anisotropic kernels have advantages in representing the geometry, they lead to difficulties in terms of computation, such as splitting or merging two kernels. In this paper, we propose to use isotropic Gaussian kernels to avoid such difficulties in the computation, leading to a higher performance method. The experiments confirm that the proposed method is about bf 100X faster without losing the geometry representation accuracy. The proposed method can be applied in a large range applications where the radiance field is needed, such as 3D reconstruction, view synthesis, and dynamic object modeling.
