# SteadySplats: Resampling of Low-Variance Gaussians for High-Fidelity Stochastic Rendering

arXiv: https://arxiv.org/abs/2610.05576 · HTML: https://mlsanity.com/paper/2610.05576/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 18 of its 36 references that are in the map.
- First posted on arXiv 4 Oct 2026.

## Builds on (most cited first, 18 of 18)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Burst Denoising with Kernel Prediction Networks](https://mlsanity.com/paper/1712.02327/) (2017)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis](https://mlsanity.com/paper/2410.01804/) (2024)
- [Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency](https://mlsanity.com/paper/2410.08129/) (2024)
- [Sort-free Gaussian Splatting via Weighted Sum Rendering](https://mlsanity.com/paper/2410.18931/) (2024)
- [Modeling uncertainty for Gaussian Splatting](https://mlsanity.com/paper/2403.18476/) (2024)
- [StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting](https://mlsanity.com/paper/2503.24366/) (2025)
- [Mobile-GS: Real-time Gaussian Splatting for Mobile Devices](https://mlsanity.com/paper/2603.11531/) (2026)
- [Real-time Monte Carlo Denoising with Weight Sharing Kernel Prediction Network](https://mlsanity.com/paper/2202.05977/) (2022)
- [Sparfels: Fast Reconstruction from Sparse Unposed Imagery](https://mlsanity.com/paper/2505.02178/) (2025)
- [Duplex-GS: Proxy-Guided Weighted Blending for Real-Time Order-Independent Gaussian Splatting](https://mlsanity.com/paper/2508.03180/) (2025)
- [Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss](https://mlsanity.com/paper/2501.18627/) (2025)
- [Stochastic Ray Tracing of Transparent 3D Gaussians](https://mlsanity.com/paper/2504.06598/) (2025)
- [Confidence-Based Mesh Extraction from 3D Gaussians](https://mlsanity.com/paper/2603.24725/) (2026)
- [Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance](https://mlsanity.com/paper/2512.11800/) (2025)
- [Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting](https://mlsanity.com/paper/2603.23637/) (2026)

## Abstract (arXiv)

Stochastic order-independent transparency enables efficient and elegant rendering of primitive-based radiance fields like 3D Gaussian Splatting models, but remains impractical due to the inherent visible noise in the output. We propose a principled approach to minimize high-frequency noise, addressing its sources at the representation and image synthesis level. During stochastic rendering, our history-based spatial resampling scheme drastically accelerates image convergence, while temporal importance resampling ensures coherence under camera movement. During training, a color regularizer implicitly reduces the variance along view rays in the 3DGS models. With these properties, our optimized, Vulkan-based renderer effectively mitigates output noise at low and high sample counts, achieving a substantial 13~dB PSNR increase in quality over previous stochastic methods at 1 sample per pixel and quickly converging to sorted 3DGS with an average L1 error of less than 10-4.
