# SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication

arXiv: https://arxiv.org/abs/2601.15431 · HTML: https://mlsanity.com/paper/2601.15431/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 16 of its 28 references that are in the map.
- First posted on arXiv 21 Jan 2026.

## Builds on (most cited first, 16 of 16)

- [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)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [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)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [Nerfstudio: A Modular Framework for Neural Radiance Field Development](https://mlsanity.com/paper/2302.04264/) (2023)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis](https://mlsanity.com/paper/2312.16812/) (2023)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [4K4D: Real-Time 4D View Synthesis at 4K Resolution](https://mlsanity.com/paper/2310.11448/) (2023)
- [Fully Explicit Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.15629/) (2024)
- [4D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenes](https://mlsanity.com/paper/2412.06299/) (2024)
- [Viser: Imperative, Web-based 3D Visualization in Python](https://mlsanity.com/paper/2507.22885/) (2025)
- [Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs](https://mlsanity.com/paper/2504.12909/) (2025)
- [Clustered Error Correction with Grouped 4D Gaussian Splatting](https://mlsanity.com/paper/2511.16112/) (2025)

## Abstract (arXiv)

Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity reconstruction with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterization-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, due to the lack of format and rendering standardization, the ecosystem is fragmented into specific viewers. This makes it difficult to integrate these methods into traditional mesh-based rendering pipelines, which is a common use case for interactive applications. To address this limitation, we propose a framework that uses Nvidia's interprocess communication (IPC) APIs to provide an implementation-agnostic rendering server, enabling the results to be viewed in external clients such as Unity, Blender, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.
