Extended Reality (XR) users do not directly perceive the output of a rendering engine. Instead, rendered images pass through a post-processing pipeline and the physical display-optics path before reaching the eye. Critically, the exact downstream processing can vary significantly at run time, influenced by, for instance, camera pose and display power budget. Traditional 3DGS methods either implicitly assume that this downstream pipeline preserves image quality or cannot adapt to downstream processing changes. To bridge this gap, we present ControlGS, an XR Gaussian rendering pipeline that optimizes end-to-end visual quality. ControlGS models and integrates the entire downstream processing, between the rendering output and the human eye, into the optimization objective. To adapt to downstream processing at run time, ControlGS dynamically generates Gaussian primitives conditioned upon the downstream processing parameters. Experiments show that ControlGS consistently improves end-to-end post-optics XR quality across different neural Gaussian backbones and datasets, with minimal overhead. Code is available at https://horizon-lab.org/controlgs/.
Figures & tables
Fig. 1. ControlGS enables downstream-processing–aware XR rendering. Top: a Gaussian-rendered image passes through post-processing and the display-optics path before forming the post-optics virtual image. Bottom: compared with Scaffold-GS and its supersampling-enhanced variant (SS-Scaffold-GS), ControlGS produces higher-quality virtual images under both native resolution with no power saving and 8× downsampling with 80% power saving.
Fig. 2. XR pipeline for Gaussian rendering. The rendered image from a Gaussian renderer passes through post-processing modules and the physical display-optics path before reaching the user’s eye. Thus, the user perceives the final eye-space image rather than the raw rendered image. For clarity, the figure places the perceived image on the right side of the optics, although an actual near-eye display forms a virtual image on the opposite side.
Fig. 3. Overview of ControlGS . (a) A neural Gaussian renderer decodes Gaussian attributes from pretrained feature anchors and rasterizes them into an image. (b) For each feature and downstream module, ControlGS learns a condition vector, projects it into the decoder hidden space, and scales it based on injection strength before injection (Eqn. 13 ). (c) The conditioned rendering result is passed through fixed XR downstream modules and the plug-in is trained with end-to-end supervision on the final output image (Eqn. 16 ).
Fig. 4. Average quality improvement of ControlGS over SS-Scaffold-GS on Mip-NeRF 360. Heatmaps show PSNR, SSIM, and LPIPS gains across downsample scale and display-power-saving settings, averaged over all scenes. ControlGS consistently improves end-to-end quality .
Fig. 5. Effect of the condition dimension on end-to-end quality. The x-axis is the total condition dimension across anti-aliasing resampling, lens correction, and display mapping. The y-axis reports PSNR, SSIM, and LPIPS on the Garden and Lego scenes.
Method / Dataset
Mip-NeRF 360
NeRF Synthetic
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Run-Time–Fixed Gaussian Splatting
3DGS
18.15
0.478
0.579
21.96
0.840
0.166
SS-3DGS
18.93
0.496
0.558
23.36
0.869
0.146
Mip-Splatting
18.87
0.493
0.564
23.17
0.862
0.152
SS-Mip-Splatting
18.93
0.497
0.557
23.37
0.870
0.145
Table 1. End-to-end quality after the XR post-processing pipeline, averaged over all scenes and 20 resolution-power run-time settings. ControlGS here uses the MLP in SS-Scaffold-GS; results on other MLPs are in Supp. D.1 .
Method
ColorVideoVDP ↑
HDR-VDP-3 ↑
HDR-FLIP ↓
FovVideoVDP ↑
SS-Scaffold-GS
7.179
6.971
0.455
7.001
ControlGS
7.232
7.111
0.418
7.079
Table 2. Perceptual quality on Mip-NeRF 360.
Method / Dataset
Mip-NeRF 360
NeRF Synthetic
FPS ↑
Storage (MB) ↓
FPS ↑
Storage (MB) ↓
SS-3DGS
214.9
647.51
764.0
58.51
SS-Scaffold-GS
337.9
180.53
920.5
15.13
ControlGS
268.9
235.36
702.7
19.72
Table 3. FPS and model storage.
Fig. 6. Qualitative end-to-end comparison on two representative scenes. We compare Scaffold-GS, its supersampled variant, and ControlGS under no downsampling/no power saving and under 8× downsampling with 80% display-power saving. Numbers report PSNR / SSIM / LPIPS for the shown view; bold indicates the best value among the three methods. Qualitative comparison of Scaffold-GS, SS-Scaffold-GS, and ControlGS on the Stump and Materials scenes under two XR run-time settings.
Fig. 7. Lens-aware condition injection under spatially varying aberrations. Left: the spatially varying PSFs (top) and injection-strength map (bottom). Middle and right: results without and with lens injection, respectively; the top and bottom rows show the rendered and post-optics images.
Setting
Δ PSNR ↑
Δ SSIM ↑
Δ LPIPS ↓
Canonical
+0.37
+0.028
-0.031
PSF 0.9×
+0.38
+0.028
-0.032
PSF 1.1×
+0.37
+0.026
-0.028
RGB wavelengths −10 nm
+0.37
+0.028
-0.030
RGB wavelengths +10 nm
+0.35
+0.027
-0.029
Gamma 2.3
+0.36
+0.027
-0.031
Table 4. Robustness to downstream-model mismatch on Mip-NeRF 360. Values report the quality improvement of ControlGS over SS-Scaffold-GS.
Method
Mip-NeRF 360
NeRF Synthetic
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
ControlGS
19.33
0.524
0.528
23.59
0.871
0.137
w/o Lens
19.25
0.521
0.534
23.52
0.870
0.139
w/o Display Mapping
19.07
0.511
0.531
23.42
0.870
0.138
w/o Resampling
19.32
0.523
0.530
23.58
0.871
0.137
w/o State-Aware
19.05
0.513
0.526
23.40
0.870
0.136
Table 5. Ablation studies on Mip-NeRF 360 and NeRF Synthetic. Results are averaged over all scenes and downstream-pipeline settings.
Fig. 8. Condition-response visualization on Lego and Room. We vary one condition at a time and show the raw rendered outputs before the downstream pipeline. From top to bottom, the groups show the effects of anti-aliasing resampling, display mapping, and lens correction. For lens correction, we compare the original Scaffold-GS rendering with the ControlGS -conditioned rendering at the peripheral crops.
Appendix figures & tables23 assets
Supplementary material from the paper’s appendix.
Appendix
Parameter
Value
Object distance
39.07 mm
Lens thickness
8.795 mm
Lens material
PMMA (nd=1.492,v=57.4)
Lens diameter
34 mm
Eye relief
18 mm
Projected virtual image distance
667 mm
Appendix
Table S1. Optical parameters used for the Google Cardboard lens simulation. Most parameters are taken from the public Google Cardboard specification, while the lens surface radii R1 and R2 are optimized in Zemax.
Fig. S1. Zemax setup for our optics simulation. Left: overview of the full optical system. Middle: zoom-in view of the spatial layout of the display, lens, and eye model. Right: lens parameter settings used in the simulation.
Fig. S2. Average quality improvement of ControlGS over SS-Scaffold-GS on NeRF Synthetic. Heatmaps show PSNR, SSIM, and LPIPS gains across downsample scale and display-power-saving settings, averaged over all scenes. ControlGS consistently improves end-to-end quality.
Method / Dataset
Mip-NeRF 360
NeRF Synthetic
FPS ↑
Storage (MB) ↓
FPS ↑
Storage (MB) ↓
Scaffold-GS (No SS, 2x)
369.7
180.53
744.6
15.13
Scaffold-GS (No SS, 4x)
278.2
180.53
478.0
15.13
Scaffold-GS (No SS, 8x)
157.8
180.53
250.7
15.13
Appendix
Table S2. Supersampling impact. SS: Supersampling. No-SS: direct low-resolution rendering.
Fig. S3. Camera-based verification of the display–optics simulation against real captures. We display the input image on an AMOLED display and capture the result through a Google Cardboard lens using a calibrated Sony FE 24–70mm F2.8 GM II camera. Left: input image shown on the display. Middle: calibrated camera capture through the real lens. Right: simulated result from our display-optics model. Remaining color differences may come from the simplified emission spectrum model of the display, camera sensor response functions, and potential Image Signal Processor (ISP) post-processing, which are not fully accounted for in our simulation.
Fig. S4. Examples of dynamic runtime states. Top: as the camera moves farther from an object, the object occupies fewer pixels on the image plane, reducing its effective screen-space sampling rate. Bottom: the same Gaussian primitives can project to different screen-space locations under different camera poses. Because lens aberrations vary spatially, the same primitives should render differently at different projected locations to compensate for location-dependent optical aberrations. This requires dynamically changing the aberration-related state during rendering.
Method / Dataset
Mip-NeRF 360
NeRF Synthetic
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
run-time -fixed Gaussian Splatting
3DGS
18.15
0.478
0.579
21.96
0.840
0.166
SS-3DGS
18.93
0.496
0.558
23.36
0.869
0.146
Mip-Splatting
18.87
0.493
0.564
23.17
0.862
0.152
SS-Mip-Splatting
18.93
0.497
0.557
23.37
0.870
0.145
Appendix
Table S3. End-to-end quality across neural Gaussian backbones after the XR post-processing pipeline. Each cell averages all test views and all 20 resolution-power run-time settings. Rows without a prefix report the original backbone baseline, SS rows use the supersampling-enhanced baseline, and Control rows further add learned condition-injection adapters to the same frozen backbone. ControlGS consistently improves end-to-end quality across backbones.
Metric
Method
Mip-NeRF 360
Avg
Bicycle
Bonsai
Counter
Flowers
Garden
Kitchen
Room
Stump
Treehill
PSNR ↑
3DGS
17.32
19.79
19.06
15.51
17.08
17.93
20.09
19.46
17.11
18.15
SS-3DGS
18.14
20.86
19.72
16.48
17.93
18.50
20.74
20.27
17.77
18.93
Mip-Splatting
18.17
20.68
19.62
16.42
17.88
18.41
20.58
20.25
17.81
18.87
SS-Mip-Splatting
18.15
20.84
19.73
16.51
17.93
18.51
20.69
20.29
17.75
18.93
CompGS
17.40
19.96
19.11
15.69
17.15
17.93
20.10
19.57
17.42
18.26
Appendix
Table S4. Per-scene end-to-end PSNR and SSIM on Mip-NeRF 360. Each scene cell averages all test views and all 20 resolution-power settings. Rows without prefix report the original backbone baseline without supersampling. SS rows use the enhanced supersampling baseline. Control rows add learned condition-injection adapters.
Metric
Method
Mip-NeRF 360
Avg
Bicycle
Bonsai
Counter
Flowers
Garden
Kitchen
Room
Stump
Treehill
LPIPS ↓
3DGS
0.636
0.494
0.500
0.655
0.648
0.543
0.479
0.613
0.643
0.579
SS-3DGS
0.612
0.479
0.484
0.621
0.625
0.525
0.467
0.583
0.621
0.558
Mip-Splatting
0.616
0.484
0.489
0.633
0.632
0.532
0.471
0.590
0.626
0.564
SS-Mip-Splatting
0.611
0.479
0.484
0.619
0.625
0.524
0.468
0.581
0.621
0.557
CompGS
0.634
0.495
0.501
0.652
0.644
0.544
0.480
0.610
0.636
0.577
Appendix
Table S5. Per-scene end-to-end LPIPS on Mip-NeRF 360. Each scene cell averages all test views and all 20 resolution-power settings. Rows without prefix report the original backbone baseline without supersampling. SS rows use the enhanced supersampling baseline. Control rows add learned condition-injection adapters.
Metric
Method
NeRF Synthetic
Avg
Chair
Drums
Ficus
Hotdog
Lego
Mater.
Mic
Ship
PSNR ↑
3DGS
19.86
19.03
23.43
22.95
20.47
22.58
25.14
22.20
21.96
SS-3DGS
21.54
20.32
24.94
24.46
21.90
23.96
26.51
23.26
23.36
Mip-Splatting
21.29
20.17
24.66
24.21
21.71
23.85
26.24
23.25
23.17
SS-Mip-Splatting
21.54
20.32
24.94
24.47
21.90
23.97
26.51
23.28
23.37
CompGS
19.91
18.68
21.01
22.99
20.43
21.71
25.11
21.94
21.47
Appendix
Table S6. Per-scene end-to-end PSNR and SSIM on NeRF Synthetic. Each scene cell averages all test views and all 20 resolution-power settings. Rows without prefix report the original backbone baseline without supersampling. SS rows use the enhanced supersampling baseline. Control rows add learned condition-injection adapters.
Metric
Method
NeRF Synthetic
Avg
Chair
Drums
Ficus
Hotdog
Lego
Mater.
Mic
Ship
LPIPS ↓
3DGS
0.139
0.188
0.116
0.130
0.203
0.157
0.110
0.283
0.166
SS-3DGS
0.118
0.161
0.097
0.114
0.175
0.138
0.096
0.265
0.146
Mip-Splatting
0.124
0.169
0.102
0.120
0.184
0.143
0.101
0.271
0.152
SS-Mip-Splatting
0.118
0.161
0.097
0.114
0.175
0.138
0.096
0.264
0.145
CompGS
0.141
0.196
0.135
0.131
0.202
0.179
0.111
0.285
0.173
Appendix
Table S7. Per-scene end-to-end LPIPS on NeRF Synthetic. Each scene cell averages all test views and all 20 resolution-power settings. Rows without prefix report the original backbone baseline without supersampling. SS rows use the enhanced supersampling baseline. Control rows add learned condition-injection adapters.
Fig. S5. Additional qualitative comparisons on Bicycle, Bonsai, and Counter. Additional qualitative comparisons for Bicycle, Bonsai, and Counter using Scaffold-GS, SS-Scaffold-GS, and \projunder two XR run-time settings.
Fig. S6. Additional qualitative comparisons on Flowers, Garden, and Kitchen. Additional qualitative comparisons for Flowers, Garden, and Kitchen using Scaffold-GS, SS-Scaffold-GS, and \projunder two XR run-time settings.
Fig. S7. Additional qualitative comparisons on Room, Treehill, and Chair. Additional qualitative comparisons for Room, Treehill, and Chair using Scaffold-GS, SS-Scaffold-GS, and \projunder two XR run-time settings.
Fig. S8. Additional qualitative comparisons on Drums, Ficus, and Hotdog. Additional qualitative comparisons for Drums, Ficus, and Hotdog using Scaffold-GS, SS-Scaffold-GS, and \projunder two XR run-time settings.
Fig. S9. Additional qualitative comparisons on Lego, Ship, and Mic. Additional qualitative comparisons for Lego, Ship, and Mic using Scaffold-GS, SS-Scaffold-GS, and \projunder two XR run-time settings.
Fig. S10. Additional condition-response visualization on Bicycle and Bonsai. Additional condition-response visualization combining Bicycle and Bonsai scenes.
Fig. S11. Additional condition-response visualization on Counter and Flowers. Additional condition-response visualization combining Counter and Flowers scenes.
Fig. S12. Additional condition-response visualization on Garden and Kitchen. Additional condition-response visualization combining Garden and Kitchen scenes.
Fig. S13. Additional condition-response visualization on Stump and Treehill. Additional condition-response visualization combining Stump and Treehill scenes.
Fig. S14. Additional condition-response visualization on Chair and Drums. Additional condition-response visualization combining Chair and Drums scenes.
Fig. S15. Additional condition-response visualization on Ficus and Hotdog. Additional condition-response visualization combining Ficus and Hotdog scenes.
Fig. S16. Additional condition-response visualization on Materials and Mic. Additional condition-response visualization combining Materials and Mic scenes.