Hardware-Rasterized Ray-Based Gaussian Splatting

S. R. Bulò, Nemanja Bartolovic, L. Porzi, P. Kontschieder
2/10/2026

No official code found. Best implementation: facebookresearch/vkraygs (77 stars, last commit 2026-04-07). 1 more below.

Abstract

We present a novel, hardware-rasterized rendering approach for ray-based 3D Gaussian Splatting (RayGS), obtaining both fast and high-quality results for novel view synthesis. Our work contains a mathematically rigorous and geometrically intuitive derivation about how to efficiently estimate all relevant quantities for rendering RayGS models, structured with respect to standard hardware rasterization shaders. Our solution is the first enabling rendering RayGS models at sufficiently high frame rates to support quality-sensitive applications like Virtual and Mixed Reality. Our second contribution enables alias-free rendering for RayGS, by addressing MIP-related issues arising when rendering diverging scales during training and testing. We demonstrate significant performance gains, across different benchmark scenes, while retaining state-of-the-art appearance quality of RayGS.

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This is the code of the CVPR 2025 paper "Hardware-Rasterized Ray-Based Gaussian Splatting"

7710C++, CSSMar 20, 20256 months agoNOASSERTION
rotabulo/vkraygsCommunity63%

This is the project page of the CVPR 2025 paper "Hardware-Rasterized Ray-Based Gaussian Splatting"

10CSS, HTMLMar 20, 20251 years ago

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Cite this paper

@article{bul2026hardwarerasterized,
  title  = {Hardware-Rasterized Ray-Based Gaussian Splatting},
  author = {S. R. Bulò and Nemanja Bartolovic and L. Porzi and P. Kontschieder},
  year   = {2026},
  eprint = {2503.18682},
  archivePrefix = {arXiv},
  url    = {https://arxiv.org/abs/2503.18682},
  journal = {CVPR 2025 2025}
}

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