Compact Neural Appearance Models for Efficient Gaussian Splatting
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Abstract (arXiv)
Explicit primitive-based radiance fields such as 3D Gaussian Splatting typically model view-dependent appearance using low-order spherical harmonics (SH). Although efficient to evaluate, SH coefficients dominate per-primitive storage and memory traffic, while their band-limited basis restricts angular detail. We present a thorough, end-to-end comparison of SH and recent spherical appearance models and introduce an implicit alternative that decodes compact per-primitive latent codes using a tiny shared MLP. We integrate all models into the same optimized pipeline, fusing their forward and backward passes into a differentiable CUDA rasterizer and provide a portable WebGL viewer for laptop and mobile GPUs. Our evaluation across reconstruction quality, memory use, and optimization and rendering performance shows that recent spherical models offer the strongest overall quality-efficiency trade-off. Our neural representation is the most compact model evaluated and, compared to third-degree SH, reduces the per-primitive appearance footprint from 192 to 28 bytes, accelerates optimization by 1.3×, while improving reconstruction quality. We further analyze how appearance parametrization shapes optimization, identifying differences in recovered geometry and the tendency of expressive models to absorb non-static scene content. Together, our framework and analysis provide practical guidance for replacing SH beyond what image metrics alone can capture.
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References · 50
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- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
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- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,061
- 2021Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstructioncited by 961
- 2020Image Quality Assessment: Unifying Structure and Texture Similaritycited by 792
- 2023Scaffold-GS: Structured 3D Gaussians for View-Adaptive Renderingcited by 684
- 2023Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fieldscited by 667
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- 2021Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fieldscited by 569
- 2021Baking Neural Radiance Fields for Real-Time View Synthesiscited by 465
- 2019Neural Point-Based Graphicscited by 326
- 2022MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architecturescited by 308
- 2023MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenescited by 215
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
- 2021Point-Based Neural Rendering with Per-View Optimizationcited by 188
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 138
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2021Real-time Neural Radiance Caching for Path Tracingcited by 91
- 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 90
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- 2023SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Explorationcited by 62
- 20243D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexescited by 50
- 2025Triangle Splatting for Real-Time Radiance Field Renderingcited by 50
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 46
- 2025Deformable Beta Splattingcited by 38
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- 2024Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparencycited by 33
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- 2023Real-Time Neural Appearance Modelscited by 21
- 2025LinPrim: Linear Primitives for Differentiable Volumetric Renderingcited by 21
- 2025MeshSplatting: Differentiable Rendering with Opaque Meshescited by 19
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- 2024RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesiscited by 11
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- 2024INPC: Implicit Neural Point Clouds for Radiance Field Renderingcited by 10
- 2025Spherical Voronoi: Directional Appearance as a Differentiable Partition of the Spherecited by 10
- 2026PPISP: Physically-Plausible Compensation and Control of Photometric Variations in Radiance Field Reconstructioncited by 7
- 2023Online Neural Path Guiding with Normalized Anisotropic Spherical Gaussianscited by 6
- 2025Radiance Meshes for Volumetric Reconstructioncited by 6
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- 2026Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstructioncited by 2
- 2026Editable Physically-based Reflections in Raytraced Gaussian Radiance Fieldscited by 2
- 2026Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstructioncited by 1
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