Explicit primitive-based radiance fields such as 3D Gaussian Splatting typically model view-dependent appearance using low-order spherical harmonics (SH). Although efficient to evaluate, SH coefficients dominate per-primitive storage and memory traffic, while their band-limited basis restricts angular detail. We present a thorough, end-to-end comparison of SH and recent spherical appearance models and introduce an implicit alternative that decodes compact per-primitive latent codes using a tiny shared MLP. We integrate all models into the same optimized pipeline, fusing their forward and backward passes into a differentiable CUDA rasterizer and provide a portable WebGL viewer for laptop and mobile GPUs. Our evaluation across reconstruction quality, memory use, and optimization and rendering performance shows that recent spherical models offer the strongest overall quality-efficiency trade-off. Our neural representation is the most compact model evaluated and, compared to third-degree SH, reduces the per-primitive appearance footprint from 192 to 28 bytes, accelerates optimization by 1.3×, while improving reconstruction quality. We further analyze how appearance parametrization shapes optimization, identifying differences in recovered geometry and the tendency of expressive models to absorb non-static scene content. Together, our framework and analysis provide practical guidance for replacing SH beyond what image metrics alone can capture.
Figures & tables
Figure 1: 3DGS [ 31 ] employs third-degree spherical harmonics, totaling 45 view-dependent appearance parameters per Gaussian (left). Our model (right) achieves faster training /\penalty rendering with similar quality using only 8 features per Gaussian and a tiny MLP with shared weights.
Table 1: Quantitative results on established benchmark datasets using MCMC densification [ 32 ] . We employ PPISP [ 13 ] on real scenes to handle photometric variations and measure frames per second (FPS) at the native scene resolution. Since image metrics vary between runs, we report average values across five runs in this table to improve reproducibility.
Bicycle (6M Gaussians)
Stump (4.5M Gaussians)
Bonsai (1.5M Gaussians)
Device
SH
SV
NASG
NASGabor
Neural
SH
SV
NASG
NASGabor
Neural
SH
SV
NASG
NASGabor
Neural
CUDA
Desktop (RTX 5090)
2.11
2.16
1.85
1.87
1.97
2.27
2.29
2.11
2.00
1.98
1.46
1.42
1.32
1.28
1.36
Desktop (RTX 4090)
2.75
2.80
2.25
2.26
2.38
2.95
3.00
2.55
2.43
2.36
1.76
1.71
1.51
1.46
1.55
Desktop (RTX 3090)
4.27
4.36
3.82
3.83
4.06
4.54
4.66
4.28
4.06
4.02
2.90
2.85
2.66
2.60
2.75
WebGL
Desktop (RTX 4090)
4.0
4.5
4.0
4.0
4.0
3.6
4.0
3.6
3.6
3.9
1.3
1.4
1.2
1.3
1.2
MacBook (M1 Pro)
12.2
13.1
12.0
12.0
13.2
11.1
12.1
11.0
11.0
11.9
6.1
6.4
6.1
6.1
6.4
Table 2: Average frame time at 720p in milliseconds across scenes, devices, and rendering backends. CPU-side depth sorting is excluded. For WebGL, we load the same checkpoint for all models, i.e . , geometry is identical, assigning dummy values for the appearance parameters, and exclude the CPU-side depth sorting as well as application of the PPISP module. Values rounded roughly w.r.t. to measurement precision.
Figure 2: Greater angular expressivity can reduce geometric artifacts. Models with high angular expressivity separate view-dependent reflections from diffuse color, whereas less expressive models compensate through geometry. SH uses elongated white Gaussians to fake the reflection on the sketch block and misses the reflection on the bonsai pot, while NASGabor achieves the best diffuse /\penalty specular decomposition.
Method
t Train
t Render
Angular Res.
Robustness
Simplicity
Compactness
Key Takeaway
SH
−
−
−−
++
+
−
Overfits the least (strong SSIM /\penalty LPIPS); geometry must compensate for sharp reflections. 1
SV
−
−
+
−
−
−
Parameter-efficient for sharp diffuse reflections; least robust method in our evaluation. 2
NASG(abor)
+
+
++
+
−
+
Best quality /\penalty speed trade-off; its sharp lobes generalize well and can explain capture artifacts. 3
Neural
+
∘
+
∘
++
++
Most compact in general settings; hard to regularize per scene. 4
1 Costly Adam updates must also touch Gaussians invisible in the current iteration; rendering incurs many memory fetches.
2 Ineffective with few sites (softmax requires ≥2 ), making it slow and a poor fit for compact representations; explicit many-lobe models are hard to optimize via gradient descent.
Table 3: Study of the evaluated view-dependent appearance models. Ranking goes from best ( ++ ) to worst ( −− ).
Figure 3: Effect of color activation and opacity learning rate on a test view of the garden scene. The choice of parametrization has strong influence on how well the optimization recovers meaningful geometry as evident from the significantly improved details of the brick wall.
SH
NASGabor
Neural
Method
PSNR ↑
SSIM ↑
PSNR ↑
SSIM ↑
PSNR ↑
SSIM ↑
ReLU, lr=0.05
28.35
0.836
28.51
0.836
28.53
0.831
ReLU, lr=0.025
28.33
0.831
28.59
0.833
28.54
0.827
Softplus, lr=0.05
28.42
0.837
28.55
0.837
28.54
0.831
Softplus, lr=0.025
28.41
0.833
28.60
0.834
28.56
0.827
Hardsigmoid, lr=0.05
28.31
0.834
28.49
0.835
28.50
0.831
Table 4: Quality metrics under different color activations and opacity learning rates across Mip-NeRF 360 scenes [ 5 ] using MCMC densification and PPISP. The variant with lr=auto adjusts the opacity learning rate between 0.05 and 0.025 based on the scene-specific training view distribution as proposed by Miazga et al . [ 40 ] .
Figure 4: Base color and view-dependent residual along a camera path between two training views of the bonsai scene, cropped to the books on the floor. The first and last crop show the reference views, the others show in-between views. The topmost book moved during the data capture. NASGabor’s expressivity allows partially fitting this artifact as a view-dependent effect, while SH requires the geometry to compensate through popping [ 48 ] , an insight that motivates employing expressive appearance models with pixel-sorted approaches [ 21 , 52 ] .
Figure 5: Base color and view-dependent residual with SH appearance rendered separately for a top-down view of the garden scene. The residual reveals where the camera operator inadvertently modified the scene by stepping on the grass during the capture, i.e . , the optimizer fit changes in geometry through the appearance model.
Appendix figures & tables8 assets
Supplementary material from the paper’s appendix.
Appendix
Model
Parameter
Learning rate
Schedule
SH
base color
0.0025⋅Y0
constant
coefficients
0.000125
constant
SV
base color
0.0008
constant
site colors
0.0008
constant
sites
0.002
delayed cosine
temperatures
0.006
delayed cosine
Appendix
Table 5: Learning rates and schedules of the appearance parameters. Cosine follows Miazga et al . [ 40 ] : decay from iteration 7k toward zero at 37k, i.e . , about 13% of the initial rate remain at the end of optimization. Delayed cosine follows Di Sario et al . [ 14 ] : frozen until 1k, decay to 0.1× at 27k, frozen after. Warm-up follows Mip-NeRF [ 4 ] : sinusoidal warm-up over 3k, then log-linear decay to 0.1× at 30k. dˉ is the mean distance between each training camera and its three nearest neighbors.
Model
Payload
Bytes /\penalty G
Per-frame work
SH
45 coefficients at 7 /\penalty 8 /\penalty 6 bit
40
SH basis, weighted sum
SV
7 sites × 7 fp16
112
site distances, softmax
NASG
1 lobe × 12 fp16
32
lobe response
NASGabor
1 lobe × 13 fp16
32
lobe response, carrier
Neural
16 fp16 pre-activations
32
MLP
Appendix
Table 6: Per-Gaussian appearance payload of the WebGL viewer for the default configuration of each model and the per-frame work of the shader. Byte counts are padded to whole 16-byte texels, the base color is packed with the geometry, and the contents of each payload are described in the text.
SH
NASGabor
Neural
Method
PSNR ↑
SSIM ↑
LPIPS ↓
#Gs ↓
PSNR ↑
SSIM ↑
LPIPS ↓
#Gs ↓
PSNR ↑
SSIM ↑
LPIPS ↓
#Gs ↓
MCMC [ 32 ]
28.35
0.836
0.222
2.91M
28.51
0.836
0.223
2.90M
28.53
0.831
0.227
2.96M
↪ with 0.1 × #Gs
27.30
0.798
0.309
0.32M
27.32
0.796
0.312
0.32M
27.30
0.793
0.316
0.32M
ADC [ 31 ]
27.88
0.818
0.250
2.79M
28.14
0.818
0.252
2.80M
28.04
0.812
0.258
2.88M
↪ with [ 23 ]
27.23
0.777
0.346
0.33M
27.29
0.779
0.343
0.33M
27.24
0.777
0.349
0.34M
Appendix
Table 7: Quality metrics across Mip-NeRF 360 scenes [ 5 ] with different densification strategies and PPISP [ 13 ] . #Gs refers to the number of potentially visible Gaussians in the final model, i.e . , those with opacity ≥\nicefrac1255 after training.
PSNR ↑
SSIM ↑
LPIPS ↓
Train ↓
VRAM ↓
FPS ↑
Bytes /\penalty G
MAC /\penalty G
Configuration
Outdoor
Indoor
All
Outdoor
Indoor
All
Outdoor
Indoor
All
1 hidden layer
25.37
32.15
28.39
0.753
0.933
0.833
0.232
0.219
0.226
4m14s
5.2GiB
432.8
28
304
3 hidden layers
25.25
32.71
28.57
0.745
0.935
0.829
0.238
0.217
0.229
4m24s
5.4GiB
435.7
28
816
32 neurons /\penalty layer
25.38
32.67
28.62
0.749
0.935
0.832
0.234
0.217
0.226
4m29s
5.5GiB
449.0
28
2144
F=16 w /\penalty o frequency encoding
25.31
32.63
28.56
0.748
0.935
0.831
0.236
0.217
0.227
4m42s
5.7GiB
438.5
44
560
Default w /\penalty o fusion
25.34
32.58
28.56
0.748
0.935
0.831
0.234
0.218
0.227
16m08s
5.7GiB
112.1
28
560
Appendix
Table 8: Comparison of different model configurations for the neural appearance model across Mip-NeRF 360 scenes [ 5 ] . Our default configuration uses two hidden layers with 16 neurons and F=8 frequency-encoded input features. MAC /\penalty G is the number of multiply-accumulate operations needed to evaluate the model for a single Gaussian in our WebGL implementation.
Figure 6: Base color and view-dependent residual, visualized as in Fig. 2 , for a test view of four scenes. NASGabor achieves the best decomposition, with the residual limited to reflections such as those on the desk in Dr Johnson . The SV residual often also models diffuse appearance. The neural model incorrectly represents the highlight on the desk in Dr Johnson with the base color instead of the residual.
PSNR ↑ on Mip-NeRF 360 [ 5 ]
Method
Bicycle
Flowers
Garden
Stump
Treehill
Bonsai
Counter
Kitchen
Room
Average
None
25.65 ± 0.0507
21.66 ± 0.0276
27.50 ± 0.0226
27.14 ± 0.0364
23.29 ± 0.0578
31.89 ± 0.0919
28.39 ± 0.0394
31.47 ± 0.0310
32.58 ± 0.0373
27.73 ± 0.0230
SH
26.19 ± 0.0337
22.15 ± 0.0238
27.96 ± 0.0167
27.73 ± 0.0346
23.40 ± 0.0275
32.97 ± 0.0251
29.49 ± 0.0348
32.35 ± 0.0354
32.98 ± 0.0550
28.36 ± 0.0094
SV
26.10 ± 0.0368
22.08 ± 0.0293
28.04 ± 0.0201
27.46 ± 0.0383
23.23 ± 0.0928
34.11 ± 0.0272
30.77 ± 0.0379
32.81 ± 0.0617
33.16 ± 0.0591
28.64 ± 0.0266
NASG
26.12 ± 0.0150
21.98 ± 0.0145
27.94 ± 0.0313
27.53 ± 0.0628
23.32 ± 0.0362
33.61 ± 0.0446
30.28 ± 0.0328
32.52 ± 0.0595
33.20 ± 0.0505
28.50 ± 0.0117
NASGabor
26.12 ± 0.0522
21.96 ± 0.0326
27.98 ± 0.0160
27.63 ± 0.0152
23.30 ± 0.0634
33.66 ± 0.0807
30.43 ± 0.0274
32.60 ± 0.0829
33.20 ± 0.0814
28.54 ± 0.0255
Appendix
Table 9: Per-scene image quality metrics on Mip-NeRF 360 [ 5 ] , averaged over five training runs with the standard deviation across runs. The three best results are highlighted in green in descending order of saturation.
PSNR ↑ on Tanks & Temples [ 34 ] /\penalty Deep Blending [ 24 ]
Method
Train
Truck
Drjohnson
Playroom
Average
None
24.10 ± 0.1286
26.78 ± 0.0207
29.34 ± 0.0503
30.39 ± 0.1534
27.65 ± 0.0207
SH
24.48 ± 0.1266
27.13 ± 0.0268
29.43 ± 0.0867
30.80 ± 0.0714
27.96 ± 0.0294
SV
24.54 ± 0.0993
27.37 ± 0.0263
29.33 ± 0.0875
30.68 ± 0.1853
27.98 ± 0.0357
NASG
24.39 ± 0.2059
27.21 ± 0.0164
29.55 ± 0.1153
30.73 ± 0.1417
27.97 ± 0.0396
NASGabor
24.53 ± 0.1562
27.22 ± 0.0288
29.51 ± 0.0779
30.60 ± 0.3347
27.96 ± 0.0855
Appendix
Table 10: Per-scene image quality metrics on Tanks & Temples [ 34 ] /\penalty Deep Blending [ 24 ] , averaged over five training runs with the standard deviation across runs. The three best results are highlighted in green in descending order of saturation.
PSNR ↑ on NeRF Synthetic [ 41 ]
Method
Chair
Drums
Ficus
Hotdog
Lego
Materials
Mic
Ship
Average
None
33.60 ± 0.0199
25.40 ± 0.0390
32.04 ± 0.0585
33.49 ± 0.4511
34.83 ± 0.0125
28.22 ± 0.0821
34.70 ± 0.0382
29.36 ± 0.1582
31.46 ± 0.0873
SH
35.98 ± 0.0111
26.28 ± 0.0259
35.46 ± 0.3506
38.35 ± 0.0920
36.14 ± 0.0059
30.91 ± 0.0060
37.48 ± 0.0638
31.44 ± 0.2776
34.01 ± 0.0478
SV
36.34 ± 0.0074
27.00 ± 0.0316
30.65 ± 2.3306
36.53 ± 4.2332
36.36 ± 0.0174
31.08 ± 0.0142
37.80 ± 0.0144
31.88 ± 0.0505
33.45 ± 0.6306
NASG
34.77 ± 0.0090
26.34 ± 0.0389
33.40 ± 0.0802
36.35 ± 0.9041
35.60 ± 0.0560
28.94 ± 0.0239
35.25 ± 3.1155
30.87 ± 0.1773
32.69 ± 0.3724
NASGabor
34.79 ± 0.0145
26.32 ± 0.0196
33.35 ± 0.0367
37.03 ± 0.6098
35.70 ± 0.0144
28.96 ± 0.0865
36.59 ± 0.0413
30.89 ± 0.1202
32.95 ± 0.0763
Appendix
Table 11: Per-scene image quality metrics on NeRF Synthetic [ 41 ] , averaged over five training runs with the standard deviation across runs. The three best results are highlighted in green in descending order of saturation.
We introduce a hybrid Gaussian-hash-grid radiance representation for reconstructing 2D Gaussian scene models from multi-view images. Similar to NeST splatting, our approach reduces the entanglement between geometry and appearance common in NeRF-based models, but adds per-Gaussian latent features alongside hash-grid features to bias the optimizer toward a separation of low- and high-frequency scene components. This explicit frequency-based decomposition reduces the tendency of high-frequency texture to compensate for geometric errors. Encouraging Gaussians with hard opacity falloffs further strengthens the separation between geometry and appearance, improving both geometry reconstruction and rendering efficiency. Finally, probabilistic pruning combined with a sparsity-inducing BCE opacity loss allows redundant Gaussians to be turned off, yielding a minimal set of Gaussians sufficient to represent the scene. Using both synthetic and real-world datasets, we compare against the state of the art in Gaussian-based novel-view synthesis and demonstrate superior reconstruction fidelity with an order of magnitude fewer primitives.
Neel Kelkar, Simon Niedermayr, Klaus Engel +1
Technical University of Munich, Munich, Germany · Siemens Healthineers, Erlangen, Germany
We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key driver of representation redundancy. In standard 3DGS, low-order spherical harmonics (SH) are used, restricting the splats' ability to model high-frequency directional effects, which is typically compensated by increasing the number of splats. We propose \emph{NRF-GS: Neural Residual Fields for Gaussian Splatting}, a hybrid representation that replaces per-splat SH-bases with a shared neural residual field. Each Gaussian encodes a compact set of appearance features and a lambertian base color, while a lightweight \emph{global scene-level MLP} predicts view-dependent residuals conditioned on viewing direction, distance, and per-splat features. This formulation enhances directional reflectance modeling by combining diffuse per-splat reflectance representations with a shared global function for high-frequency details, enabling both higher expressiveness and parameter sharing across splats. Our key insight is that by accurately capturing high-frequency directional reflectance, especially in specular regions, the GS-representation becomes more expressive, reducing the need for geometrically redundant splats. As a result, NRF-GS achieves comparable or better rendering quality while reducing the number of Gaussians by up to 50%, and produces visibly improved specular and high-frequency details.
View-dependent appearance modeling remains a challenging problem in novel-view synthesis and reconstruction. Accurately representing complex angular effects often requires substantial memory and computational resources. For new learning-based methods, a common approach is to rely on SH. However, capturing high-frequency phenomena such as specular reflections demands high-order expansions, which increase memory usage and computational cost. Consequently, most methods employ low-order SH, which limits the ability to model complex view-dependent effects, resulting in overly smooth or diffuse representations. To address these limitations, we systematically evaluate a wide range of spherical functions in the context of scene reconstruction. Some of them are introduced to graphics and computer vision for the first time in this paper. Based on the insights from the experiment, we develop a novel spherical formulation, the Normalized Anisotropic Spherical Gabor function that enables efficient modeling and learning of high-frequency appearance effects while maintaining compact representation. Compared to existing approaches, our function achieves higher-quality reconstruction of view-dependent phenomena such as glints, while being up to five times more memory-efficient and more efficient to evaluate. We validate its performance in radiance-field reconstruction tasks.
Ewa Miazga, Jorge Condor, Piotr Didyk
1École Polytechnique Fédérale de Lausanne, Switzerland · 2Università della Svizzera Italiana, Lugano, Switzerland