Eulerian Gaussian Splatting using Hashed Probability Pyramids 文章

ArXiv CS.CV2026-05-29NEWSen作者: Mia Gaia Polansky, George Kopanas, Stephan Garbin, Todd Zickler, Dor Verbin

摘要

arXiv:2605.29136v1 Announce Type: new Abstract: We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance.