# Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting

arXiv: https://arxiv.org/abs/2607.13808 · HTML: https://mlsanity.com/paper/2607.13808/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 29 of its 37 references that are in the map.
- First posted on arXiv 15 Jul 2026.

## Builds on (most cited first, 29 of 29)

- [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)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesis](https://mlsanity.com/paper/2401.02436/) (2023)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians](https://mlsanity.com/paper/2403.14166/) (2024)
- [EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS](https://mlsanity.com/paper/2312.04564/) (2023)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [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)
- [3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes](https://mlsanity.com/paper/2411.14974/) (2024)
- [Triangle Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2505.19175/) (2025)
- [Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing](https://mlsanity.com/paper/2403.10050/) (2024)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (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)
- [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)
- [BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis](https://mlsanity.com/paper/2411.08508/) (2024)
- [Neural Shell Texture Splatting: More Details and Fewer Primitives](https://mlsanity.com/paper/2507.20200/) (2025)
- [Spherical Voronoi: Directional Appearance as a Differentiable Partition of the Sphere](https://mlsanity.com/paper/2512.14180/) (2025)
- [Hardware-Rasterized Ray-Based Gaussian Splatting](https://mlsanity.com/paper/2503.18682/) (2025)
- [SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians](https://mlsanity.com/paper/2501.00342/) (2024)
- [Content-Aware Texturing for Gaussian Splatting](https://mlsanity.com/paper/2512.02621/) (2025)
- [Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries](https://mlsanity.com/paper/2512.13796/) (2025)
- [HiNeuS: High-fidelity Neural Surface Mitigating Low-texture and Reflective Ambiguity](https://mlsanity.com/paper/2506.23854/) (2025)
- [Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting](https://mlsanity.com/paper/2604.14928/) (2026)

## Abstract (arXiv)

Neural radiance representations in Gaussian Splatting (GS) deliver high-fidelity color detail but impose substantial rendering overhead from network evaluations. We present a learned sparse scene representation based on 2D surfels, which enables baking the neural component into a hardware-accelerated 2D texture atlas and eliminates runtime network inference. Our 2D surfels carry low-frequency geometry and view-dependent appearance, while view-independent, per-primitive high-frequency texture is encoded with a spatial hash grid and converted into the texture atlas. A novel sparsity objective that penalizes per-primitive kernel falloffs achieves a substantially sparser representation than prior methods. With a compute-optimized ray-surfel intersection shader our approach renders roughly 7 to 9× faster than 3DGS on common benchmarks, and over an order of magnitude faster on individual scenes, while surpassing the perceptual quality and speed of the fastest sparsification methods (FastGS and Speedy-Splat) at PSNR parity. A quality-optimized variant matches the perceptual quality of the strongest baseline while still rendering several times faster. Because inference is one texture fetch per fragment, frame rates can be pushed to 2,700--4,400 FPS with no loss in quality when using the GPU hardware rasterizer.
