# Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering

arXiv: https://arxiv.org/abs/2602.05081 · HTML: https://mlsanity.com/paper/2602.05081/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 91 references that are in the map.
- First posted on arXiv 4 Feb 2026.

## Builds on (most cited first, 25 of 25)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [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)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM](https://mlsanity.com/paper/2312.02126/) (2023)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [Generalized Sliced Wasserstein Distances](https://mlsanity.com/paper/1902.00434/) (2019)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media](https://mlsanity.com/paper/2405.15425/) (2024)
- [fVDB: A Deep-Learning Framework for Sparse, Large-Scale, and High-Performance Spatial Intelligence](https://mlsanity.com/paper/2407.01781/) (2024)
- [NeuralVDB: High-resolution Sparse Volume Representation using Hierarchical Neural Networks](https://mlsanity.com/paper/2208.04448/) (2022)
- [6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering](https://mlsanity.com/paper/2410.04974/) (2024)
- [Unified Gaussian Primitives for Scene Representation and Rendering](https://mlsanity.com/paper/2406.09733/) (2024)
- [Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes](https://mlsanity.com/paper/2505.06523/) (2025)
- [3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering](https://mlsanity.com/paper/2508.05343/) (2025)
- [AdaGaR: Adaptive Gabor Representation for Dynamic Scene Reconstruction](https://mlsanity.com/paper/2601.00796/) (2026)
- [Splat the Net: Radiance Fields with Splattable Neural Primitives](https://mlsanity.com/paper/2510.08491/) (2025)
- [An unbiased ray-marching transmittance estimator](https://mlsanity.com/paper/2102.10294/) (2021)
- [Deep Appearance Prefiltering](https://mlsanity.com/paper/2211.05932/) (2022)
- [Primary-Space Adaptive Control Variates using Piecewise-Polynomial Approximations](https://mlsanity.com/paper/2008.06722/) (2020)
- [Efficient Scene Appearance Aggregation for Level-of-Detail Rendering](https://mlsanity.com/paper/2409.03761/) (2024)
- [Learning GAN-based Foveated Reconstruction to Recover Perceptually Important Image Features](https://mlsanity.com/paper/2108.03499/) (2021)

## Built on by (most cited first, 2 of 2)

- [Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction](https://mlsanity.com/paper/2604.01204/) (2026)
- [Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstruction](https://mlsanity.com/paper/2606.09794/) (2026)

## Abstract (arXiv)

Gaussian-based representations have enabled efficient physically-based volume rendering at a fraction of the memory cost of regular, discrete, voxel-based distributions. However, several remaining issues hamper their widespread use. One of the advantages of classic voxel grids is the ease of constructing hierarchical representations by either storing volumetric mipmaps or selectively pruning branches of an already hierarchical voxel grid. Such strategies reduce rendering time and eliminate aliasing when lower levels of detail are required. Constructing similar strategies for Gaussian-based volumes is not trivial. Straightforward solutions, such as prefiltering or computing mipmap-style representations, lead to increased memory requirements or expensive re-fitting of each level separately. Additionally, such solutions do not guarantee a smooth transition between different hierarchy levels. To address these limitations, we propose Gabor Fields, an orientation-selective mixture of Gabor kernels that enables continuous frequency filtering at no cost. The frequency content of the asset is reduced by selectively pruning primitives, directly benefiting rendering performance. Beyond filtering, we demonstrate that stochastically sampling from different frequencies and orientations at each ray recursion enables masking substantial portions of the volume, accelerating ray traversal time in single- and multiple-scattering settings. Furthermore, inspired by procedural volumes, we present an application for efficient design and rendering of procedural clouds as Gabor-noise-modulated Gaussians.
