From Mono to Stereo: Accelerating Binocular Gaussian Splatting via Reprojection and Selective Patching
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Abstract (arXiv)
Binocular rendering requires two nearby views of the same scene and therefore repeats substantial visibility and shading work. We present a 2D Gaussian Splatting (2DGS) pipeline that fully renders a dominant-eye RGB image and an alpha-weighted depth proxy, reprojects that image to the affiliated eye, and repairs uncovered pixels. Small interior gaps are interpolated, whereas larger disoccluded regions are identified as regions of interest (ROIs) and selectively re-rendered. The depth proxy reuses the alpha-blending weights computed during dominant-eye rasterization, avoiding a separate depth-rendering pass. An adaptive ROI generator localizes the required updates using reprojected image boundaries and optional connected center-hole detection. On DTU, Tanks and Temples, and MipNeRF-360, the method reduces the measured time of a sequential two-pass binocular reference by 15.5% to 28.8% and peak GPU memory by 6% to 11%. The corresponding affiliated-eye quality degradation is at most 1.3 dB PSNR, 0.02 SSIM, and 0.02 LPIPS, representing a measurable trade-off that requires application-specific perceptual validation. These results establish a practical efficiency-quality trade-off for controlled static-scene stereo rendering and motivate future evaluation under continuous motion and on physical VR hardware.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 9 of its 17 references that are in the map. First posted on arXiv 25 Sep 2026.
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References · 9
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 20234D Gaussian Splatting for Real-Time Dynamic Scene Renderingcited by 1,144
- 20242D Gaussian Splatting for Geometrically Accurate Radiance Fieldscited by 1,061
- 2023SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Renderingcited by 611
- 2023Compact 3D Gaussian Representation for Radiance Fieldcited by 365
- 2023EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingScited by 191
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2025You Only Render Once: Enhancing Energy and Computation Efficiency of Mobile Virtual Realitycited by 2
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