# Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering

arXiv: https://arxiv.org/abs/2403.14554 · HTML: https://mlsanity.com/paper/2403.14554/

## Key facts

- Cited by 19 papers in the map (data through 14 Oct 2026).
- Builds on 36 of its 46 references that are in the map.
- First posted on arXiv 21 Mar 2024.

## Builds on (most cited first, 30 of 36)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Neuralangelo: High-Fidelity Neural Surface Reconstruction](https://mlsanity.com/paper/2306.03092/) (2023)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting](https://mlsanity.com/paper/2311.14521/) (2023)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Free View Synthesis](https://mlsanity.com/paper/2008.05511/) (2020)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [Stable View Synthesis](https://mlsanity.com/paper/2011.07233/) (2020)
- [NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing](https://mlsanity.com/paper/2207.11911/) (2022)
- [Improving neural implicit surfaces geometry with patch warping](https://mlsanity.com/paper/2112.09648/) (2021)

## Built on by (most cited first, 19 of 19)

- [3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting](https://mlsanity.com/paper/2412.12507/) (2024)
- [EmbodiedOcc: Embodied 3D Occupancy Prediction for Vision-based Online Scene Understanding](https://mlsanity.com/paper/2412.04380/) (2024)
- [Textured Gaussians for Enhanced 3D Scene Appearance Modeling](https://mlsanity.com/paper/2411.18625/) (2024)
- [Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh](https://mlsanity.com/paper/2405.17811/) (2024)
- [MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views](https://mlsanity.com/paper/2412.06767/) (2024)
- [Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes](https://mlsanity.com/paper/2409.02482/) (2024)
- [GSDeformer: Direct, Real-time and Extensible Cage-based Deformation for 3D Gaussian Splatting](https://mlsanity.com/paper/2405.15491/) (2024)
- [Creating Virtual Environments with 3D Gaussian Splatting: A Comparative Study](https://mlsanity.com/paper/2501.09302/) (2025)
- [High-fidelity 3D Gaussian Inpainting: preserving multi-view consistency and photorealistic details](https://mlsanity.com/paper/2507.18023/) (2025)
- [NanoGS: Training-Free Gaussian Splat Simplification](https://mlsanity.com/paper/2603.16103/) (2026)
- [SemMorph3D: Unsupervised Semantic-Aware 3D Morphing via Mesh-Guided Gaussians](https://mlsanity.com/paper/2510.02034/) (2025)
- [ReCoGS: Real-time ReColoring for Gaussian Splatting scenes](https://mlsanity.com/paper/2511.18441/) (2025)
- [Unsupervised Monocular 3D Keypoint Discovery from Multi-View Diffusion Priors](https://mlsanity.com/paper/2507.12336/) (2025)
- [Proxy-Free Gaussian Splats Deformation with Splat-Based Surface Estimation](https://mlsanity.com/paper/2511.19542/) (2025)
- [COREA: Coupled Relightable 3D Gaussians and SDFs for Efficient Normal Alignment](https://mlsanity.com/paper/2512.07107/) (2025)
- [Gaussian Pixel Codec Avatars: A Hybrid Representation for Efficient Rendering](https://mlsanity.com/paper/2512.15711/) (2025)
- [Towards Alias-Free 4D Gaussian Representations with Motion-Aware Filtering](https://mlsanity.com/paper/2608.21828/) (2026)
- [P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing](https://mlsanity.com/paper/2609.03349/) (2026)
- [FurE: Efficient Instance-Specific 3D Fur Reconstruction without Animal-Fur Datasets](https://mlsanity.com/paper/2609.35770/) (2026)

## Abstract (arXiv)

We propose Gaussian Frosting, a novel mesh-based representation for high-quality rendering and editing of complex 3D effects in real-time. Our approach builds on the recent 3D Gaussian Splatting framework, which optimizes a set of 3D Gaussians to approximate a radiance field from images. We propose first extracting a base mesh from Gaussians during optimization, then building and refining an adaptive layer of Gaussians with a variable thickness around the mesh to better capture the fine details and volumetric effects near the surface, such as hair or grass. We call this layer Gaussian Frosting, as it resembles a coating of frosting on a cake. The fuzzier the material, the thicker the frosting. We also introduce a parameterization of the Gaussians to enforce them to stay inside the frosting layer and automatically adjust their parameters when deforming, rescaling, editing or animating the mesh. Our representation allows for efficient rendering using Gaussian splatting, as well as editing and animation by modifying the base mesh. We demonstrate the effectiveness of our method on various synthetic and real scenes, and show that it outperforms existing surface-based approaches. We will release our code and a web-based viewer as additional contributions. Our project page is the following: https://anttwo.github.io/frosting/
