Unified Gaussian Primitives for Scene Representation and Rendering
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Abstract (arXiv)
Searching for a unified scene representation remains a research challenge in computer graphics. Traditional mesh-based representations are unsuitable for dense, fuzzy elements and introduce additional complexity for filtering and differentiable rendering. Conversely, voxel-based representations struggle to model hard surfaces and high-frequency details. We propose a general-purpose rendering primitive based on 3D Gaussian distributions for unified scene representation, featuring versatile appearance ranging from glossy surfaces to fuzzy elements, as well as physically based scattering to enable accurate global illumination. We formulate the rendering theory for the primitive based on non-exponential transport and derive efficient rendering operations to be compatible with Monte Carlo path tracing. The new representation can be converted from different sources, including meshes and 3D Gaussian splatting, and further refined via transmittance optimization thanks to its differentiability. We demonstrate the versatility of our representation in various rendering applications such as global illumination and appearance editing, while naturally supporting arbitrary lighting conditions. With suitable simplification, we further adapt our method to radiance field reconstruction and rendering. We conduct comprehensive comparisons of our representation with existing scene representations, highlighting its efficiency in capturing details and representing aggregate elements.
Key facts. Cited by 12 papers in the map (data through 7 Oct 2026). First posted on arXiv 14 Jun 2024.
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Citing papers per year: 2024: 5; 2025: 4; 2026: 3.
12 papers.
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 46
- 2025Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?cited by 19
- 20257DGS: Unified Spatial-Temporal-Angular Gaussian Splattingcited by 16
- 2025TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussianscited by 16
- 20246DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Renderingcited by 14
- 2024BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splattingcited by 8
- 20242DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Featurescited by 5
- 2026Gabor Fields: Orientation-Selective Level-of-Detail for Volume Renderingcited by 2
- 2026EAG-PT: Emission-Aware Gaussians and Path Tracing for Diffuse Indoor Scene Reconstruction and Editingcited by 1
- 2024Projecting Gaussian Ellipsoids While Avoiding Affine Projection Approximationcited by 0
- 2025From Particles to Fields: Reframing Photon Mapping with Continuous Gaussian Photon Fieldscited by 0
- 2026TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructionscited by 0
- 2026TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions9 Jun 2026
- 2026Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering4 Feb 2026
- 2026EAG-PT: Emission-Aware Gaussians and Path Tracing for Diffuse Indoor Scene Reconstruction and Editing30 Jan 2026
- 2025From Particles to Fields: Reframing Photon Mapping with Continuous Gaussian Photon Fields13 Dec 2025
- 2025TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussians26 Apr 2025
- 20257DGS: Unified Spatial-Temporal-Angular Gaussian Splatting11 Mar 2025
- 2025Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?26 Feb 2025
- 2024Projecting Gaussian Ellipsoids While Avoiding Affine Projection Approximation12 Nov 2024
- 20246DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering7 Oct 2024
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis2 Oct 2024
- 20242DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Features30 Aug 2024
- 2024BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting23 Aug 2024