RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS
Michael Niemeyer, Fabian Manhardt, Marie-Julie Rakotosaona, Michael, Oechsle, Daniel Duckworth, Rama Gosula, Keisuke Tateno, John Bates, Dominik, Kaeser, Federico Tombari

TL;DR
RadSplat introduces a robust, real-time rendering method combining radiance field priors with Gaussian splatting, achieving high-quality scene synthesis at over 900 FPS with improved efficiency and scalability.
Contribution
The paper presents a novel approach that uses radiance fields as supervision for point-based representations, a new pruning technique for compactness, and a test-time filtering method for faster rendering.
Findings
Achieves over 900 FPS in complex scene rendering.
Produces high-quality synthesis comparable to state-of-the-art methods.
Enables scalable rendering of large, house-sized scenes.
Abstract
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next,…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Advanced Vision and Imaging
MethodsPruning
