# Hardware-Rasterized Ray-Based Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.18682 · HTML: https://mlsanity.com/paper/2503.18682/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 32 of its 41 references that are in the map.
- First posted on arXiv 24 Mar 2025.

## Builds on (most cited first, 30 of 32)

- [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)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation](https://mlsanity.com/paper/2309.16653/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (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)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [Gaussian Splatting SLAM](https://mlsanity.com/paper/2312.06741/) (2023)
- [Gaussian Grouping: Segment and Edit Anything in 3D Scenes](https://mlsanity.com/paper/2312.00732/) (2023)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Text-to-3D using Gaussian Splatting](https://mlsanity.com/paper/2309.16585/) (2023)
- [GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting](https://mlsanity.com/paper/2311.11700/) (2023)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [Gaussian-SLAM: Photo-realistic Dense SLAM with Gaussian Splatting](https://mlsanity.com/paper/2312.10070/) (2023)
- [Compact 3D Scene Representation via Self-Organizing Gaussian Grids](https://mlsanity.com/paper/2312.13299/) (2023)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [CompGS: Smaller and Faster Gaussian Splatting with Vector Quantization](https://mlsanity.com/paper/2311.18159/) (2023)
- [Revising Densification in Gaussian Splatting](https://mlsanity.com/paper/2404.06109/) (2024)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [Drivable 3D Gaussian Avatars](https://mlsanity.com/paper/2311.08581/) (2023)
- [RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS](https://mlsanity.com/paper/2403.13806/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering](https://mlsanity.com/paper/2408.07967/) (2024)

## Built on by (most cited first, 10 of 10)

- [Mobile-GS: Real-time Gaussian Splatting for Mobile Devices](https://mlsanity.com/paper/2603.11531/) (2026)
- [Benchmarking PhD-Level Coding in 3D Geometric Computer Vision](https://mlsanity.com/paper/2603.30038/) (2026)
- [Neural Texture Splatting: Expressive 3D Gaussian Splatting for View Synthesis, Geometry, and Dynamic Reconstruction](https://mlsanity.com/paper/2511.18873/) (2025)
- [HybridSplat: Fast Reflection-baked Gaussian Tracing using Hybrid Splatting](https://mlsanity.com/paper/2512.08334/) (2025)
- [Towards High-Fidelity Gaussian Splatting with Queried-Convolution Neural Networks](https://mlsanity.com/paper/2512.12898/) (2025)
- [Denoising-GS: Gaussian Splatting with Spatial-aware Denoising](https://mlsanity.com/paper/2605.14880/) (2026)
- [Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting](https://mlsanity.com/paper/2607.13808/) (2026)
- [From Splats to Silicon: Rethinking Computational Efficiency of 3DGS](https://mlsanity.com/paper/2609.06157/) (2026)
- [ConeGaussian: Anti-Aliased Gaussian Ray-Tracing for Generic Central Cameras](https://mlsanity.com/paper/2609.13397/) (2026)
- [Eulerian Motion Reconstruction for Water Scenery](https://mlsanity.com/paper/2609.38622/) (2026)

## Abstract (arXiv)

We present a novel, hardware rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.
