# Compact Neural Appearance Models for Efficient Gaussian Splatting

arXiv: https://arxiv.org/abs/2609.05255 · HTML: https://mlsanity.com/paper/2609.05255/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 50 of its 63 references that are in the map.
- First posted on arXiv 4 Sep 2026.

## Builds on (most cited first, 30 of 50)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Image Quality Assessment: Unifying Structure and Texture Similarity](https://mlsanity.com/paper/2004.07728/) (2020)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [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)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)
- [3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes](https://mlsanity.com/paper/2407.07090/) (2024)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives](https://mlsanity.com/paper/2412.00578/) (2024)
- [Real-time Neural Radiance Caching for Path Tracing](https://mlsanity.com/paper/2106.12372/) (2021)
- [3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods](https://mlsanity.com/paper/2407.09510/) (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)
- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [Deformable Beta Splatting](https://mlsanity.com/paper/2501.18630/) (2025)
- [Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media](https://mlsanity.com/paper/2405.15425/) (2024)

## 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.
