Gaussian-splatting proxies enable interactive rendering of volumetric medical scans, but a clipping plane exposes anatomy not constrained by external-view training and intersects primitives that conventional splatting can only keep or drop whole. We present XClipGS (eXact Clipping), which treats these as two separate problems: the render-time clip operator and supervision of the hidden interior. Under the local affine model used by EWA splatting, the ray integral of a half-space-restricted Gaussian factorizes exactly into its ordinary 2D footprint and a conditional Gaussian CDF whose argument is affine in pixel coordinates. The resulting closed-form per-pixel operator introduces no learned clipping parameters or auxiliary network and remains differentiable with respect to the primitive and plane. We use multi-distance reference views with varied clipping-plane axes and offsets to supervise the interior through the same operator. We also introduce a paired clipped/unclipped cut-face protocol with difference-referenced cut error (CDE) and culled-side leakage (Leak), because global image metrics dilute errors near the plane. On eight CT and MRI volumes with plane offsets not used for training, XClipGS attains the highest PSNR on every volume (33.56 versus 32.34 dB for ClipGS) while rendering at over 650 FPS, far above real time, versus 278 FPS. On voxel-axis cut-face views, it raises average band SSIM from 0.809 to 0.860 and leaks roughly 40 times less. Without retraining, it also achieves the best average across all four metrics on arbitrary-normal planes; on a fixed interior, it matches RaRa's face fidelity with about 16 times less leakage. Project page: https://gaozhongpai.github.io/XClipGS/
Photorealistic volumetric rendering of CT scans greatly benefits clinical workflows, yet neural approaches such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) require prohibitive per-scan optimization (hours for NeRF, about 30 minutes for 3DGS), making them impractical in clinical settings. We propose Render-FM, a feedforward model that eliminates this bottleneck by directly regressing 6D Gaussian Splatting (6DGS) parameters from a CT volume in a single 2.8-second forward pass, a 500x speedup over per-scan optimization. To bridge the domain gap between natural scene reconstruction and medical volumetric rendering, we introduce Anatomy-Guided Priming (AGP), which incorporates segmentation masks and transfer functions as structural and appearance priors, information that existing Gaussian splatting methods overlook. Built on an nnU-Net-inspired 3D U-Net trained on diverse CT scans, Render-FM predicts per-voxel 6DGS parameters and supports immediate real-time rendering. Unlike per-scan methods, it generalizes to unseen anatomies, novel transfer functions, and enables compositional organ visualization with zero additional preparation time. Optional 89-second fine-tuning further improves quality, surpassing per-scan optimized baselines. Project page: https://gaozhongpai.github.io/renderfm/.
Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving a 3,000× reduction in pruning-related computational complexity, translating to a practical ∼20× speedup in device latency compared to state-of-the-art pruning methods.
3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.