mlsanityData to 14 Oct 2026

VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality

arXiv 2505.10144 ↗First posted 15 May 2025cs.GR cs.CVcited by 17

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Abstract (arXiv)

3D Gaussian Splatting (3DGS) has rapidly become a leading technique for novel-view synthesis, providing exceptional performance through efficient software-based GPU rasterization. Its versatility enables real-time applications, including on mobile and lower-powered devices. However, 3DGS faces key challenges in virtual reality (VR): (1) temporal artifacts, such as popping during head movements, (2) projection-based distortions that result in disturbing and view-inconsistent floaters, and (3) reduced framerates when rendering large numbers of Gaussians, falling below the critical threshold for VR. Compared to desktop environments, these issues are drastically amplified by large field-of-view, constant head movements, and high resolution of head-mounted displays (HMDs). In this work, we introduce VRSplat: we combine and extend several recent advancements in 3DGS to address challenges of VR holistically. We show how the ideas of Mini-Splatting, StopThePop, and Optimal Projection can complement each other, by modifying the individual techniques and core 3DGS rasterizer. Additionally, we propose an efficient foveated rasterizer that handles focus and peripheral areas in a single GPU launch, avoiding redundant computations and improving GPU utilization. Our method also incorporates a fine-tuning step that optimizes Gaussian parameters based on StopThePop depth evaluations and Optimal Projection. We validate our method through a controlled user study with 25 participants, showing a strong preference for VRSplat over other configurations of Mini-Splatting. VRSplat is the first, systematically evaluated 3DGS approach capable of supporting modern VR applications, achieving 72+ FPS while eliminating popping and stereo-disrupting floaters.

Key facts. Cited by 17 papers in the map (data through 14 Oct 2026). Builds on 23 of its 43 references that are in the map. First posted on arXiv 15 May 2025.

Builds on

23 of 43 references.

References · 23

  1. 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,177
  2. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
  3. 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
  4. 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,613
  5. 2023LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPScited by 436
  6. 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 217
  7. 2024A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasetscited by 216
  8. 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 213
  9. 2024VastGaussian: Vast 3D Gaussians for Large Scene Reconstructioncited by 209
  10. 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 204
  11. 2024VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Realitycited by 179
  12. 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 139
11 more
  1. 2024RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPScited by 113
  2. 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 111
  3. 2023VR-NeRF: High-Fidelity Virtualized Walkable Spacescited by 86
  4. 2021FoV-NeRF: Foveated Neural Radiance Fields for Virtual Realitycited by 79
  5. 2024On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategycited by 39
  6. 2022SNeRF: Stylized Neural Implicit Representations for 3D Scenescited by 26
  7. 2019Gaze-Contingent Ocular Parallax Rendering for Virtual Realitycited by 20
  8. 2017Towards a quality metric for dense light fieldscited by 15
  9. 2021Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displayscited by 6
  10. 2022Noise-based Enhancement for Foveated Renderingcited by 5
  11. 2023Towards Attention-aware Foveated Renderingcited by 5

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 7; 2026: 10.

17 papers.

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  1. 2026Faster-GS: Analyzing and Improving Gaussian Splatting Optimizationcited by 17
  2. 2025SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstructioncited by 7
  3. 2025From Coarse to Fine: Learnable Discrete Wavelet Transforms for Efficient 3D Gaussian Splattingcited by 6
  4. 2026Confidence-Based Mesh Extraction from 3D Gaussianscited by 3
  5. 2025Fading the Digital Ink: A Universal Black-Box Attack Framework for 3DGS Watermarking Systemscited by 2
  6. 2025GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Realitycited by 2
  7. 2025Can Protective Watermarking Safeguard the Copyright of 3D Gaussian Splatting?cited by 2
  8. 2025Splannequin: Freezing Monocular Mannequin-Challenge Footage with Dual-Detection Splattingcited by 2
  9. 2026Sparse Code Uplifting for Efficient 3D Language Gaussian Splattingcited by 2
  10. 2025The Impact and Outlook of 3D Gaussian Splattingcited by 1
  11. 2026Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomycited by 1
  12. 2026VRGaussianAvatar: Integrating 3D Gaussian Avatars into VRcited by 1
5 more
  1. 2026DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganizationcited by 1
  2. 2026Difix3D-W: Distractor-Free Few-Shot 3D Gaussian Splatting in the Wildcited by 0
  3. 2026UniTriSplat: A Unified 3D Gaussian Splatting Framework with Uniform Spherical Rasterization for Universal Camerascited by 0
  4. 2026NGS-Marker: Robust Native Watermarking for 3D Gaussian Splattingcited by 0
  5. 2026CognitiveReality: Robot-Agnostic Semantic Gaussian Mapping with an LLM Agent for Immersive Collaborative VR Teleoperationcited by 0