# Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting

arXiv: https://arxiv.org/abs/2604.14928 · HTML: https://mlsanity.com/paper/2604.14928/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 30 references that are in the map.
- First posted on arXiv 16 Apr 2026.

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

- [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)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [3D Gaussian Splatting as Markov Chain Monte Carlo](https://mlsanity.com/paper/2404.09591/) (2024)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [NeuTex: Neural Texture Mapping for Volumetric Neural Rendering](https://mlsanity.com/paper/2103.00762/) (2021)
- [GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering](https://mlsanity.com/paper/2402.10128/) (2024)
- [SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration](https://mlsanity.com/paper/2312.07541/) (2023)
- [HAC++: Towards 100X Compression of 3D Gaussian Splatting](https://mlsanity.com/paper/2501.12255/) (2025)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Textured Gaussians for Enhanced 3D Scene Appearance Modeling](https://mlsanity.com/paper/2411.18625/) (2024)
- [Deformable Beta Splatting](https://mlsanity.com/paper/2501.18630/) (2025)
- [MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction](https://mlsanity.com/paper/2506.24096/) (2025)
- [AdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius](https://mlsanity.com/paper/2409.08669/) (2024)
- [SHACIRA: Scalable HAsh-grid Compression for Implicit Neural Representations](https://mlsanity.com/paper/2309.15848/) (2023)
- [GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling](https://mlsanity.com/paper/2409.12954/) (2024)
- [GaussianSpa: An "Optimizing-Sparsifying" Simplification Framework for Compact and High-Quality 3D Gaussian Splatting](https://mlsanity.com/paper/2411.06019/) (2024)
- [HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering](https://mlsanity.com/paper/2412.01823/) (2024)
- [Differentiable Direct Volume Rendering](https://mlsanity.com/paper/2107.12672/) (2021)
- [Gaussian Billboards: Expressive 2D Gaussian Splatting with Textures](https://mlsanity.com/paper/2412.12734/) (2024)
- [Neural Shell Texture Splatting: More Details and Fewer Primitives](https://mlsanity.com/paper/2507.20200/) (2025)
- [SVGS: Enhancing Gaussian Splatting Using Primitives with Spatially Varying Colors](https://mlsanity.com/paper/2411.18966/) (2024)
- [Content-Aware Texturing for Gaussian Splatting](https://mlsanity.com/paper/2512.02621/) (2025)

## Built on by (most cited first, 1 of 1)

- [Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting](https://mlsanity.com/paper/2607.13808/) (2026)

## Abstract (arXiv)

We introduce a hybrid Gaussian-hash-grid radiance representation for reconstructing 2D Gaussian scene models from multi-view images. Similar to NeST splatting, our approach reduces the entanglement between geometry and appearance common in NeRF-based models, but adds per-Gaussian latent features alongside hash-grid features to bias the optimizer toward a separation of low- and high-frequency scene components. This explicit frequency-based decomposition reduces the tendency of high-frequency texture to compensate for geometric errors. Encouraging Gaussians with hard opacity falloffs further strengthens the separation between geometry and appearance, improving both geometry reconstruction and rendering efficiency. Finally, probabilistic pruning combined with a sparsity-inducing BCE opacity loss allows redundant Gaussians to be turned off, yielding a minimal set of Gaussians sufficient to represent the scene. Using both synthetic and real-world datasets, we compare against the state of the art in Gaussian-based novel-view synthesis and demonstrate superior reconstruction fidelity with an order of magnitude fewer primitives.
