Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Not on the map. Why?
Abstract (arXiv)
Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using 9.7× fewer primitives and 5.5× less memory on outdoor scenes and using 31× fewer primitives and 3.7× less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 45 of its 59 references that are in the map. First posted on arXiv 15 Dec 2025.
Builds on
45 of 59 references.
References · 45
- 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,305
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,177
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,032
- 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,964
- 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,613
- 2022TensoRF: Tensorial Radiance Fieldscited by 1,280
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,076
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 964
- 2021PlenOctrees for Real-time Rendering of Neural Radiance Fieldscited by 905
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 695
33 more
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 671
- 2023HexPlane: A Fast Representation for Dynamic Scenescited by 587
- 2022Point-NeRF: Point-based Neural Radiance Fieldscited by 503
- 2020Modular Primitives for High-Performance Differentiable Renderingcited by 441
- 2021Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapescited by 426
- 2019Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoningcited by 420
- 2024Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussianscited by 230
- 2023BakedSDF: Meshing Neural SDFs for Real-Time View Synthesiscited by 221
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 217
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 213
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 139
- 2024Revising Densification in Gaussian Splattingcited by 128
- 2024GES: Generalized Exponential Splatting for Efficient Radiance Field Renderingcited by 92
- 2023Neural Fields meet Explicit Geometric Representation for Inverse Rendering of Urban Scenescited by 90
- 2023NerfAcc: Efficient Sampling Accelerates NeRFscited by 90
- 2023Adaptive Shells for Efficient Neural Radiance Field Renderingcited by 69
- 2023NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functionscited by 65
- 20243D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexescited by 50
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2024Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editingcited by 47
- 2024Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesiscited by 41
- 2024Textured Gaussians for Enhanced 3D Scene Appearance Modelingcited by 40
- 2025Deformable Beta Splattingcited by 38
- 2024GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modelingcited by 30
- 2023VMesh: Hybrid Volume-Mesh Representation for Efficient View Synthesiscited by 25
- 2024BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesiscited by 25
- 2022An Adjustable Farthest Point Sampling Method for Approximately-sorted Point Cloud Datacited by 14
- 2025When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Renderingcited by 14
- 2025Neural Shell Texture Splatting: More Details and Fewer Primitivescited by 14
- 20243D Reconstruction with Fast Dipole Sumscited by 12
- 2023Volumetric Rendering with Baked Quadrature Fieldscited by 9
- 2025Triangle Splatting+: Differentiable Rendering with Opaque Trianglescited by 5
- 2025Content-Aware Texturing for Gaussian Splattingcited by 5
Built on by
Citing papers per year: 2026: 4.
4 papers.
- 2026SCION: Scene Composition with Instanced Neural Primitives1 Oct 2026
- 2026NRF-GS: Neural Residual Fields for Expressive and Compact Gaussian Splatting29 Sep 2026
- 2026Floating Radiance Networks6 Aug 2026
- 2026Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting15 Jul 2026