VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points
Linus Franke, Laura Fink, Marc Stamminger

TL;DR
This paper introduces a hybrid foveated rendering method for VR that combines Gaussian splatting for peripheral vision and neural points for the fovea, achieving high-quality, real-time scene rendering optimized for human visual perception.
Contribution
The paper presents a novel foveated rendering approach that integrates Gaussian splatting and neural points, improving VR rendering performance and visual quality by leveraging human visual system insights.
Findings
Enhanced sharpness and detail over standard VR 3DGS
Participants preferred the foveated rendering method
Achieved real-time performance suitable for VR
Abstract
Recent advances in novel view synthesis have demonstrated impressive results in fast photorealistic scene rendering through differentiable point rendering, either via Gaussian Splatting (3DGS) [Kerbl and Kopanas et al. 2023] or neural point rendering [Aliev et al. 2020]. Unfortunately, these directions require either a large number of small Gaussians or expensive per-pixel post-processing for reconstructing fine details, which negatively impacts rendering performance. To meet the high performance demands of virtual reality (VR) systems, primitive or pixel counts therefore must be kept low, affecting visual quality. In this paper, we propose a novel hybrid approach based on foveated rendering as a promising solution that combines the strengths of both point rendering directions regarding performance sweet spots. Analyzing the compatibility with the human visual system, we find that…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Optical Imaging Technologies · Advanced Vision and Imaging
