← 研踪 PaperTrailCVF · CVPR 2026:cvf:9eefb767fea83bbfe516f0178f1785bf · 记录 #1
NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
来源日期(仅到年份) 2026
来源记录日期 2026
雷达观测 2026-11-01 23:38
摘要
3D Gaussian Splatting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives. However, the semi-transparent nature of Gaussians prevents the application of another highly effective technique: occlusion culling. We address this limitation by proposing a novel method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared MLP across instances of an asset in a scene. By querying it for Gaussians within the viewing frustum prior to rasterization, our method can discard occluded primitives during rendering. Leveraging Tensor Cores for efficient computation, we integrate these neural queries directly into a novel instanced software rasterizer. Our approach outperforms the current state of the art for composed scenes in terms of VRAM usage and image quality, utilizing a combination of our instanced rasterizer and occlusion culling MLP, and exhibits complementary properties to existing LoD techniques. The source code is available at https://brent-zoomers.github.io/nvgs/
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记录 #1 · 2026 · 最新观测版本
NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
3D Gaussian Splatting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives. However, the semi-transparent nature of Gaussians prevents the application of another highly effective technique: occlusion culling. We address this limitation by proposing a novel method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared MLP across instances of an asset in a scene. By querying it for Gaussians within the viewing frustum prior to rasterization, our method can discard occluded primitives during rendering. Leveraging Tensor Cores for efficient computation, we integrate these neural queries directly into a novel instanced software rasterizer. Our approach outperforms the current state of the art for composed scenes in terms of VRAM usage and image quality, utilizing a combination of our instanced rasterizer and occlusion culling MLP, and exhibits complementary properties to existing LoD techniques. The source code is available at https://brent-zoomers.github.io/nvgs/
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