Search arXiv⌕ Search

arXiv · 2609.38488

Gaussian Stippling: Efficient Sorting-Free 3D Gaussian Rendering through Hybrid Sampling and Spatiotemporal Reconstruction

Abstract

Conventional 3D Gaussian Splatting (3DGS) requires depth sorting and ordered alpha blending to correctly render overlapping Gaussian primitives. Stochastic transparency enables sorting-free rendering by replacing fractional alpha contributions with discrete stochastic visibility samples, but produces substantial spatial and temporal noise at low sample counts. We refer to this conversion from continuous Gaussian splats to discrete visibility samples as \textit{Gaussian Stippling}. Based on this, we present an efficient order-independent rendering and reconstruction framework that operates directly on unmodified 3DGS assets. Our method adaptively integrates primitive-based and fragment-based stippling, leveraging their complementary strengths across different rendering regimes to significantly improve rendering throughput. To recover high-quality images from sparse stochastic samples, we further introduce a lightweight Gaussian-aware spatiotemporal reconstruction network. By exploiting the Gaussian attributes retained by each stipple, the network aggregates structured stochastic clues across both space and time, effectively suppressing stippling noise. Experiments show that our hybrid Gaussian stippling method, coupled with a spatiotemporal reconstruction network trained on diverse scenes, generalizes to unseen scenes and enables interactive, temporally stable, and visually plausible rendering on mobile devices without retraining or preprocessing. With scene-specific training and appropriately scaled sampling and network capacity, our method further outperforms the baselines in visual quality, offering a high-fidelity configuration for quality-prioritized applications.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Zijian Huang, Suiliang Mai, Chuankun Zheng, Yuan Meng, Yuchi Huo. 2026-09-29. Gaussian Stippling: Efficient Sorting-Free 3D Gaussian Rendering through Hybrid Sampling and Spatiotemporal Reconstruction. https://arxiv.org/abs/2609.38488

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Facial rigging--creating Facial Action Coding System (FACS) blendshapes and inner-mouth geometry (teeth, gums, and tongue)--remains a major bottleneck in 3D character production. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. It supports humans, humanoids, and long- and short-muzzled animals with no manual landmarks, user-provided templates, or per-asset setup. OmniFaceRig combines a hybrid vision-language and computer vision riggability checker, a four-model face segmentation ensemble, keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, it selects topology-specific templates with a nose-landmark-free design and uses as-rigid-as-possible deformation with signed-distance-field constraints to reduce teeth-face intersections. We also introduce Omni-Bench, an open-source benchmark of more than 1,000 biped 3D characters rigged with FACS blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high rigging success, nearly complete face detection recall, low inner-mouth penetration, and 20-30 s end-to-end latency per asset on a single A100 GPU.

cs.GR↗

Patch-Based Generalized Neural Texture Upscaling

We propose a lightweight neural texture upscaling method. A single generalized MLP is trained on a diverse collection of texture patches and integrated into the texture sampling stage, upscaling low-resolution textures on-the-fly at rendering time. Because the model is generalized rather than overfit to specific content, no per-asset training is required - the same model applies to any existing scene without modifying texture data or the asset pipeline. Storing lower-resolution base textures reduces disk footprint, upscaling at sampling time eliminates the need to store high-resolution textures in VRAM, and sharing a single set of model weights across all textures ensures non-divergent GPU execution. We evaluate our method across multiple texture classes, demonstrating consistent improvement over analytic upscaling methods in perceptual quality.

cs.GR↗

Seeing Beyond the Next Step: World-Model-Guided Human-Like Navigation in Multi-Agent Scenes

Selecting a next motion in a populated scene is not just a matter of avoiding what is currently in the way: an action can be locally feasible yet drift onto the road instead of the crosswalk, cut into a stream of crossing pedestrians, or bottleneck a narrow passage. These failure modes are invisible from the current state alone, and acting on them requires reasoning about what each candidate action will cause. World models offer exactly this, namely action-conditioned predictions of the future, but rolling them out at every decision step is a cost deployable navigation systems cannot pay, and the field has largely traded foresight for speed. We argue this is a false dichotomy. The natural place for a world model in human-aware navigation is at training time, as a preference oracle that distills foresight into a fast policy, rather than at inference time, as an online planner. We pair a discrete visual action prior with two task-aligned world models, one for nearby social dynamics and one for future scene semantics, that score candidate actions by their predicted consequences and refine the policy through group-relative preference distillation. At deployment, both world models are removed and the policy acts in a single forward pass. Across five held-out evaluation scenarios, this yields navigation that is simultaneously safer, more socially and group-coherent, and more goal-directed than strong reactive and learned baselines, with naive observers rating the resulting motion as more human-like. Taken together, our findings point to a different approach for bringing world-model foresight into deployable agents: not accelerating rollouts, but amortizing them into the policy so that the cost of looking ahead is confined to training. Project page: https://seoneun.github.io/-NeurIPS-2026-Seeing-Beyond-the-Next-Step/

cs.GR↗