SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication

Yinghan Xu, Théo Morales, John Dingliana
1/21/2026
cs.GRcs.CV

Official code: RockyXu66/splatbus (35 stars, last commit 2026-04-14).

Abstract

Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterisation-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, current 3DGS implementations are difficult to integrate into traditional mesh-based rendering pipelines, which is a common use case for interactive applications and artistic exploration. To address this limitation, this software solution uses Nvidia's interprocess communication (IPC) APIs to easily integrate into implementations and allow the results to be viewed in external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.

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SplatBus: A Gaussian Splatting viewer framework via GPU interprocess communication for real-time rendering in external applications (e.g., Unity, Blender).

354C, C#Jan 20, 20266 months ago

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Cite this paper

@article{xu2026splatbus,
  title  = {SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication},
  author = {Yinghan Xu and Théo Morales and John Dingliana},
  year   = {2026},
  eprint = {2601.15431},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2601.15431v1}
}

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