Eulerian Gaussian Splatting using Hashed Probability Pyramids
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Abstract (arXiv)
We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 17 of its 24 references that are in the map. First posted on arXiv 27 May 2026.
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17 of 24 references.
References · 17
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,607
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 961
- 2021PlenOctrees for Real-time Rendering of Neural Radiance Fieldscited by 904
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 667
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 2022ReLU Fields: The Little Non-linearity That Couldcited by 87
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 46
5 more
- 2025Radiant Foam: Real-Time Differentiable Ray Tracingcited by 33
- 2024NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflectionscited by 32
- 2024Efficient Density Control for 3D Gaussian Splattingcited by 12
- 2024INPC: Implicit Neural Point Clouds for Radiance Field Renderingcited by 10
- 2024Lagrangian Hashing for Compressed Neural Field Representationscited by 4
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