Binocular rendering requires two nearby views of the same scene and therefore repeats substantial visibility and shading work. We present a 2D Gaussian Splatting (2DGS) pipeline that fully renders a dominant-eye RGB image and an alpha-weighted depth proxy, reprojects that image to the affiliated eye, and repairs uncovered pixels. Small interior gaps are interpolated, whereas larger disoccluded regions are identified as regions of interest (ROIs) and selectively re-rendered. The depth proxy reuses the alpha-blending weights computed during dominant-eye rasterization, avoiding a separate depth-rendering pass. An adaptive ROI generator localizes the required updates using reprojected image boundaries and optional connected center-hole detection. On DTU, Tanks and Temples, and MipNeRF-360, the method reduces the measured time of a sequential two-pass binocular reference by 15.5% to 28.8% and peak GPU memory by 6% to 11%. The corresponding affiliated-eye quality degradation is at most 1.3 dB PSNR, 0.02 SSIM, and 0.02 LPIPS, representing a measurable trade-off that requires application-specific perceptual validation. These results establish a practical efficiency-quality trade-off for controlled static-scene stereo rendering and motivate future evaluation under continuous motion and on physical VR hardware.
Figures & tables
Figure 1: Overview of the binocular rendering pipeline. The dominant eye is fully rasterized to obtain an RGB image and depth proxy, which are reprojected to the affiliated eye. Small gaps are interpolated, while larger regions of interest (ROIs) are selectively re-rendered.
Method
DTU (CD)
T&T (F1)
3DGS [ 10 ]
1.96
0.09
SuGaR [ 5 ]
1.33
0.19
2DGS [ 8 ]
0.80
0.32
Table 1: Quantitative comparison of geometry reconstruction quality.
Figure 2: ROI generation. (a) Step 1 generates edge ROIs and fills remaining small holes by interpolation; for scenes expected to contain close foreground geometry, the user can enable Step 2 to repair connected center-hole regions. (b) Boundary reprojection and tile alignment determine the border regions that require re-rendering.
Figure 3: Visual comparison on the DTU dataset.
Dataset
Method
PSNR (dB)
SSIM
LPIPS
Time (ms)
GPU (MB)
DTU [ 9 ]
Baseline
28.83
0.8738
0.3730
17.81
744
DTU [ 9 ]
Ours
28.01
0.8677
0.3790
15.05
661
Tanks & Temples [ 11 ]
Baseline
20.99
0.7383
0.4145
35.67
1792
Tanks & Temples [ 11 ]
Ours
20.00
0.7219
0.4266
25.40
1681
MipNeRF-360 [ 1 ]
Baseline
26.14
0.7895
0.3437
43.10
2463
MipNeRF-360 [ 1 ]
Ours
24.94
0.7717
0.3627
30.96
2310
Table 2: Per-dataset average quality and efficiency metrics. Quality metrics are computed on the affiliated eye pose; time and GPU memory are measured for the complete stereo pair.
Figure 4: Efficiency analysis across the evaluated datasets. (a) Per-scene analysis on DTU, Tanks and Temples, and MipNeRF-360; both speedup and GPU memory reduction increase with scene complexity. (b) Per-dataset time breakdown of the proposed pipeline.
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 5: Visual comparison on the Tanks and Temples dataset.
Figure 6: Visual comparison on the MipNeRF-360 dataset.
Figure 7: Qualitative comparison with YORO. (a) Near objects, where reprojection-only completion produces visible distortion. (b) Far objects, where the distortion is less visible.
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 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.
Zijian Huang, Suiliang Mai, Chuankun Zheng +2
State Key Laboratory of CAD&CG, Zhejiang University, Hangzhou, China
High-resolution 3D Gaussian Splatting training increases pixel and Gaussian-tile intersection counts, expanding rasterization caches that coexist with projection and gradient state at peak memory. A complete-view update aggregates gradients across the view; each region's forward and backward caches can be released after its contribution is collected. BoundedGS separates rasterization and projection backward passes and bounds the active local rasterization working set according to its measured load. Candidate-indexed projection and compact gradient storage address the view-level peaks exposed by this change, while CPU-assisted structure rebuilding and bounded image supply manage resources outside rendering. In a resolution sweep at a fixed count of about 6M Gaussians, the measured rendering working set stays within 1.073-1.077 GiB from 1K to 16K; at 11K, a warm pass takes 19.79 seconds versus 21.76 for full-frame execution. Across five native 5K outdoor scenes, full training reduces the mean rendering working set from 9.97 to 1.76 GiB (82.3%), retains similar reconstruction quality, and shortens training time from 36.7 to 33.9 minutes. Project page: https://xiaobin2001.github.io/BoundedGS-Web/
Consumer-level applications require fast optimization of 3D Gaussian Splatting (3DGS) with high-fidelity novel view rendering. However, existing 3DGS acceleration approaches still incur substantial computation on redundant pixels while sacrificing fine details. In this paper, we present TurboGS, an error-guided training framework that accelerates 3DGS by concentrating optimization on perceptually informative pixels. TurboGS is built upon four core components: (1) a tile-wise sparse pixel sampling, which, driven by multi-view reconstruction errors during training, prioritizes challenging regions and skips well-reconstructed ones to avoid redundant gradient computation; (2) a tile-wise structure-aware loss with sparse Normalized Cross-Correlation, which provides sparse yet effective supervision to preserve fine details and stabilize training; (3) an error-driven Gaussian density control strategy, which dynamically allocates model capacity and removes redundant primitives; and (4) a tailored hybrid optimizer that couples Hessian-informed updates with Adam moment damping to stabilize and improve convergence under sparse supervision. Experiments on standard benchmarks demonstrate that TurboGS can deliver on par or superior rendering quality within 100 seconds on a single RTX 5090 GPU card (up to 10x training speedup over vanilla 3DGS).
Zheng Dong, Daifei Qiu, Pinxuan Dai +5
Zhejiang Sci-Tech University · Malanshan Audio&Video Laboratory · CAD&CG Laboratory, Zhejiang University +2