Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance
The recent success of 3D Gaussian Splatting (3DGS) has reshaped novel view synthesis by enabling fast optimization and real-time rendering of high-quality radiance fields. However, it relies on simplified, order-dependent alpha blending and coarse approximations of the density integral within the rasterizer, thereby limiting its ability to render complex, overlapping semi-transparent objects. In this paper, we extend rasterization-based rendering of 3D Gaussian representations with a novel method for high-fidelity transmittance computation, entirely avoiding the need for ray tracing or per-pixel sample sorting. Building on prior work in moment-based order-independent transparency, our key idea is to characterize the density distribution along each camera ray with a compact and continuous representation based on statistical moments. To this end, we analytically derive and compute a set of per-pixel moments from all contributing 3D Gaussians. From these moments, a continuous transmittance function is reconstructed for each ray, which is then independently sampled within each Gaussian. As a result, our method bridges the gap between rasterization and physical accuracy by modeling light attenuation in complex translucent media, significantly improving overall reconstruction and rendering quality.
- Veröffentlicht in:
arXiv - Typ:
Article - Autoren:
- Jahr:
2025 - Source:
http://arxiv.org/abs/2512.11800
Informationen zur Zitierung
: Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance, arXiv, 2025, {arXiv}:2512.11800, December, {arXiv}, http://arxiv.org/abs/2512.11800, Mueller.etal.2025b,
@Article{Mueller.etal.2025b,
author={Müller, Jan U.; Landsgesell, Robin Tim; Holland, Leif Van; Stotko, Patrick; Klein, Reinhard},
title={Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance},
journal={arXiv},
number={{arXiv}:2512.11800},
month={December},
publisher={{arXiv}},
url={http://arxiv.org/abs/2512.11800},
year={2025},
abstract={The recent success of 3D Gaussian Splatting (3DGS) has reshaped novel view synthesis by enabling fast optimization and real-time rendering of high-quality radiance fields. However, it relies on simplified, order-dependent alpha blending and coarse approximations of the density integral within the rasterizer, thereby limiting its ability to render complex, overlapping semi-transparent objects. In...}}