Online 3D Gaussian Splatting reconstructs a scene during capture: each keyframe spawns primitives once and refines them for only a few dozen iterations, leaving little chance to fix poor initialization or missing detail. Gaussians are also inherently soft, needing many overlaps for solid surfaces. We present Hierarchical Incremental Beta Splatting (HIBS), which brings beta kernels to incremental reconstruction. Their shape parameter interpolates between a soft, Gaussian-like profile and a flat-topped, near-opaque surfel, acting as a confidence dial for geometry. Our confidence-aware spawning uses geometric observability and multi-view depth agreement to initialize both opacity and shape, producing solid primitives where geometry is verifiable and soft, correctable primitives where it is not. As online densification, error-driven relocation recycles stale primitives into photometric-error hotspots. Bounded beta kernel support enables exact tile culling and faster rasterization, and a closed-form, shape-preserving merging formulation provides a level-of-detail (LOD) hierarchy for fast optimization and real-time rendering. On Mip-NeRF 360 in the on-the-fly protocol, HIBS improves PSNR by up to 0.8 dB while reducing optimization time by up to 40%. Project page: https://linus-franke.com/hibs/
Figures & tables
Figure 2: Overview of our pipeline. An RGB stream is registered with camera parameters estimated online [ 40 ] . Each keyframe spawns beta primitives using geometric observability and depth agreement, keeping uncertain primitives soft. Near-dead primitives are relocated to high-error regions, followed by a short 30-iteration optimization burst with our fused rasterizer. Periodically, small-footprint primitives are merged hierarchically using closed-form moment matching that preserves their solidity.
Figure 3: Spawning/parameter initialization. Based on depth observability cz and agreement of depths (orange window) cmvs , the beta primitives are initialized as hard patches or soft probes.
Figure 4: Online confidence field. After the first orbit (left), many background primitives remain uncertain, and the table reconstruction is fuzzy. After the second orbit (middle), accumulated multi-view evidence solidifies most primitives. In the final reconstruction (right, novel view rendering), these areas are largely solidified, while uncertainty remains around the reflective table center.
Figure 5: Merging beta primitives . KL-style merging of beta primitives (middle) similar to merging of Gaussians (left) leads to oversized and solid primitives. Instead, we use moment merging (right), keeping the footprint.
TUM
MipNeRF360 (otf)
StaticHikes
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
G+Beta-Splatting (7k)
22.73
0.842
0.214
0:01:50
27.75
0.863
0.232
0:04:34
20.36
0.538
0.470
0:59:22
G+Faster-GS (7k)
23.08
0.845
0.207
0:01:42
27.81
0.876
0.210
0:04:22
20.57
0.547
0.459
0:59:38
MonoGS †
16.60
0.682
0.381
∼ 15min
14.46
0.436
0.663
∼ 4min
15.46
0.301
0.659
∼ 9min
S3PO-GS with refinement †
21.88
0.777
0.309
∼ 1h
19.82
0.553
0.576
∼ 20min
18.09
0.368
0.611
∼ 50min
LongSplat †
26.51
0.875
0.176
∼ 1.5h
23.63
0.657
0.415
∼ 2h
20.05
0.461
0.481
∼ 20h
Table 1: Results for novel view synthesis on pose-free methods. The best and second best are color coded for pose-free methods. Times for G+Beta-Splatting and G+Faster-GS (offline baselines at 7k as a reference) include GLOMAP pose estimation (about 50s for TUM, 174s for MipNeRF360 ( otf ) and 58min for StaticHikes). † numbers taken from i3DGS [ 40 ] , with times roughly scaled to our setup.
Figure 6: Qualitative comparison against baselines on the 3DGS benchmark: Truck , and Flowers scenes.
MipNeRF360
Tanks and Temples
Deep Blending
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
G ( seq.)
BetaSplatting (30K)
25.90
0.703
0.333
0:09:07
23.31
0.831
0.190
0:08:27
×
×
×
×
FasterGS (30K)
25.53
0.702
0.356
0:05:29
22.17
0.802
0.250
0:04:21
×
×
×
×
BetaSplatting (7K)
24.05
0.656
0.396
0:03:17
20.81
0.733
0.321
0:02:55
×
×
×
×
FasterGS (7K)
24.57
0.678
0.411
0:02:29
20.79
0.742
0.343
0:02:10
×
×
×
×
i3DGS
24.75
0.721
0.280
0:01:59
22.08
0.783
0.226
0:01:25
27.16
0.856
0.285
0:02:03
Table 2: Results on the full 3DGS benchmark . We compare with online method i3DGS as well as FasterGS and BetaSplatting with GLOMAP sequential mapping (requiring 1:52 on MipNeRF360, 1:42 on Tanks&Temples and failing on Deep Blending). More expensive exhaustive mapping is in Tab. 16 . The best and second best are color coded.
SmallCity
CityWalk
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
H3DGS
21.17
0.679
0.285
∼ 2.5h
11.78
0.557
0.560
∼ 20h
Octree-GS
24.18
0.831
0.273
∼ 1h
17.33
0.638
0.520
∼ 2.5h
S3PO-GS
19.71
0.652
0.462
∼ 0.7h
10.72
0.439
0.579
∼ 5.5h
OtF NVS
23.59
0.789
0.323
02:21
21.71
0.712
0.395
29:35
i3DGS
23.56
0.800
0.302
02:54
22.03
0.772
0.336
45:20
Table 3: Results for large scale scenes. Offline methods (H3DGS, Octree-GS) include COLMAP times. Comparing image metrics are from [ 40 ] , non-approximate times measured on our machine. S3PO-GS includes refinement. The best and second best are color coded.
Configuration
PSNR ↑
SSIM ↑
LPIPS ↓
t (s)
Full (ours)
25.30
0.810
0.213
101
w/o SB lobes ( → SH)
[ Sec. 4.1 ]
25.12
0.807
0.214
106
DBS lobe init prior
[ Sec. 4.1 ]
25.19
0.809
0.214
100
w/o confidence
[ Sec. 4.2 ]
25.14
0.808
0.215
99
w/o solidification
[ Sec. 4.3 ]
25.15
0.807
0.216
100
w/o error relocation
[ Sec. 4.4 ]
25.09
0.804
0.219
95
Table 4: Component ablation (leave-one-out from full method). Top table: Metrics are averaged over all nine OtF scenes ( Tab. 1 ).
Configuration
Confidence
PSNR ↑
SSIM ↑
LPIPS ↓
t (s)
i3DGS [ 40 ]
none
24.73
0.797
0.227
129
Gaussian
ospawn
25.09
0.808
0.214
130
β frozen at 4
ospawn
25.06
0.806
0.217
100
learnable β
ospawn
25.11
0.807
0.215
100
learnable β
ospawn , βspawn
25.15
0.807
0.216
100
Full (ours)
ospawn , βspawn , solidify
25.30
0.810
0.213
101
Table 5: Kernel ablation . Metrics averaged over all OtF scenes.
Figure 7: Quality during reconstruction. Top : mean PSNR over test views registered so far versus reconstruction progress, for our method and i3DGS. Bottom : PSNR immediately after each view’s registration versus just before the next test view arrives. Points above the diagonal show improvement after registration.
Appendix figures & tables23 assets
Supplementary material from the paper’s appendix.
Appendix
Stage (ms/call)
Garden
fr1/desk
Truck
University2
SmallCity
Image load, features
13.4
11.8
13.4
11.4
13.2
Pose estimation
119.2
149.2
117.6
114.6
119.7
Loop closure
101.3
–
164.1
–
–
Primitive spawning
47.1
49.3
46.0
44.6
36.4
Optimization burst
170.6
146.5
129.2
174.9
329.6
Hierarchy update
2.7
2.7
3.0
41.4
56.5
Appendix
Table 6: Per-stage runtime , in milliseconds (CUDA-synchronized timers, so stage costs are exact but totals are overestimated). Image load and feature extraction run once per streamed frame; all other stages run per registered keyframe (loop closure rarely 1−3× ).
1st image
Frames
Boot.
Mean latency/
Scene
(s)
used
KFs
frame (ms)
Garden
1.2
8
8
336
fr1/desk
1.5
17
8
106
Truck
1.0
10
8
276
University2
1.2
9
8
176
SmallCity
1.4
9
8
237
Appendix
Table 7: Time to first image. Time from the first streamed frame to the first renderable reconstruction, including bootstrap, mini-BA, and the first optimization burst. “Frames used” denotes the number of streamed frames consumed by bootstrap.
Stage
ms
share
blend backward
1.67
37%
preprocess backward (fused Adam)
1.31
29%
blend forward
0.85
19%
preprocess forward
0.36
8%
sort / instancing
0.37
8%
preprocess backward (no fused Adam)
0.66
Appendix
Table 8: Fused rasterization step profile on a converged Garden reconstruction (2.2M primitives, 1297×840 ). The fused backward integrates the sparse Adam update in-kernel, so the per-primitive stages carry the optimizer’s memory traffic: running the preprocess backward with plain gradient stores instead of the fused Adam update halves it ( 0.66 vs. 1.31 ms) — i.e. half that kernel is the optimizer. End-to-end, the fused path reduces the 30-iteration burst from 287 to 170 ms per keyframe ( Tab. 6 ).
Table 15
Scene
Colour
PSNR ↑
SSIM ↑
LPIPS ↓
drjohnson
SB lobes
25.67
0.828
0.315
SH
25.88
0.832
0.309
playroom
SB lobes
27.28
0.865
0.276
SH
27.58
0.868
0.268
Appendix
Table 11: Colour basis on DeepBlending. Comparison of the default five zero-initialized spherical-beta lobes with degree-3 SH using the identical reconstruction pipeline.
Dataset
Scene
Δ PSNR
Δ SSIM
Δ LPIPS
db
drjohnson
-0.21
-0.004
+0.007
db
playroom
-0.29
-0.003
+0.008
MipNeRF360
garden
+0.18
+0.005
-0.000
MipNeRF360
bonsai
+0.23
+0.003
-0.002
MipNeRF360
counter
+0.41
+0.007
-0.006
MipNeRF360
bicycle
+0.16
+0.013
-0.001
Appendix
Table 12: Spherical-beta lobes vs. SH colour, per scene. Δ denotes lobes minus SH for PSNR and LPIPS. Both variants use the same reconstruction configuration except color representation.
Figure 8: Half-maximum scale compensation. Without compensation, lowering β broadens the kernel; with the proposed compensation, all profiles share the same half-maximum radius, isolating shape changes from footprint changes.
Scene
Method
ATE(%) ↓
R.APE( ∘ ) ↓
T.RPE(%) ↓
R.RPE( ∘ ) ↓
fr1/desk
Ours
0.55
1.90
0.344
0.644
i3DGS
0.47
1.42
0.314
0.548
fr2/xyz
Ours
0.33
0.41
0.178
0.128
i3DGS
0.37
0.42
0.185
0.133
fr3/office
Ours
0.32
0.94
0.127
0.326
i3DGS
0.38
1.02
0.150
0.347
Appendix
Table 13: TUM pose accuracy. Our method and i3DGS evaluated against the same COLMAP pseudo-ground truth using aligned trajectories. Translation errors are reported as a percentage of trajectory extent and rotation errors in degrees; results are averaged over multiple runs.
Bootstrap
ATE (%) ↓
R. APE ( ∘ ) ↓
PSNR ↑
f.i. (s)
f
ordered first-8
0.55
1.90
23.93
1.5
519
ordered + parallax
1.78
3.17
23.67
1.5
527
spread, pool 30
0.51
1.21
24.20
2.6
511
Appendix
Table 14: Conditioning the fr1/desk bootstrap. Three bootstrap variants under the same scoring protocol. The spread selector improves pose accuracy and PSNR at the cost of 1.1 s additional latency; the parallax floor degrades accuracy.
Figure 9: Online confidence field on a walking capture ( University2 ), analogous to Fig. 4 : renders over their per-primitive shape field ( β , warm = soft). As the walk advances, accumulated multi-view evidence solidifies the traversed corridor of the scene behind the camera, while freshly entered and peripheral regions remain soft probes — the field marks the reconstruction frontier of an unbounded capture live, at no quality cost.
Variant
PSNR ↑
SSIM ↑
LPIPS ↓
Full (error-weighted + consistency gate)
28.45
0.893
0.133
w/o error weighting (opacity-sampled)
27.89
0.885
0.148
w/o relocation
28.21
0.890
0.136
Appendix
Table 15: Relocation design choices on fr2/xyz . Each row removes one component of the error-driven relocation.
Figure 10: Spawn-confidence signals on University2 . Primitive locations are colored by geometric observability cz , MVS–monocular agreement cmvs , and their product c . The two signals fail in different regions: distant trees have low observability, while dense foliage has poor depth agreement despite sufficient baseline. Their product therefore assigns solid, opaque initialization to well-constrained surfaces and soft initialization to ambiguous regions.
MipNeRF360
Tanks and Temples
Deep Blending
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Time ↓
G ( exh.)
BetaSplatting (30K)
28.09
0.822
0.222
0:12:34
22.18
0.818
0.209
0:11:14
30.49
0.915
0.250
0:10:11
FasterGS (30K)
27.66
0.818
0.251
0:09:01
20.45
0.781
0.274
0:07:03
29.78
0.908
0.306
0:07:14
BetaSplatting (7K)
25.92
0.750
0.308
0:06:21
19.72
0.710
0.347
0:05:36
26.85
0.861
0.350
0:04:56
FasterGS (7K)
25.36
0.740
0.347
0:05:34
19.07
0.712
0.373
0:04:48
28.91
0.891
0.358
0:04:17
G ( seq.)
BetaSplatting (30K)
25.34
0.679
0.341
0:09:07
23.31
0.831
0.190
0:08:27
×
×
×
×
Appendix
Table 16: Results on the full 3DGS benchmark. Nine MipNeRF360, two Tanks&Temples, and two Deep Blending scenes. We evaluate BetaSplatting and FasterGS with GLOMAP poses using sequential and exhaustive matching, and compare against i3DGS and our method. GLOMAP sequential requires 0:01:52 on MipNeRF360, 0:01:42 on Tanks&Temples and fails on Deep Blending. GLOMAP exhaustive takes respectively 0:04:53, 0:04:22 and 0:03:42. The best and second best are color coded for non-exhaustive matching methods.
Table 18: Method constants and their provenance. Values are grouped by spawning, solidity control, relocation, optimization/rasterization, and the hierarchy. Derived quantities follow from other parameters, structural values are fixed by the kernel construction, and inherited values are taken unchanged from prior work.
Δb
PSNR ↑
LPIPS ↓
Solid.
Soft.
0.1
25.77
0.188
229k
81k
0.2
25.65
0.190
226k
79k
0.4 (ours)
25.82
0.187
224k
81k
0.8
25.80
0.188
220k
82k
Appendix
Table 19: Solidity-controller step sweep on Garden . Δb denotes the per-keyframe shape update. “Solid.” and “Soft.” report the corresponding update counts.
Figure 11: Error-driven relocation on Garden . Left: incoming keyframe and per-pixel error at 22.6 dB. Middle: dead primitives relocated to high-error contributors, with render-preserving opacity and scale correction. Right: the subsequent 30-iteration burst increases quality to 24.5 dB.
Scene
Constant
shipped → probe
PSNR ↑
Δ
Garden
osolid (solidify opacity gate)
0.7 → 0.5
25.78 ± 0.05
-0.04 ± 0.06
Garden
osolid (solidify opacity gate)
0.7 → 0.9
25.75 ± 0.08
-0.07 ± 0.09
Garden
θ0 (observability angle)
2∘→1∘
25.78 ± 0.02
-0.04 ± 0.04
Garden
θ0 (observability angle)
2∘→4∘
25.77 ± 0.09
-0.05 ± 0.10
Garden
o1 (verified spawn opacity)
0.3 → 0.2
25.83 ± 0.03
+0.01 ± 0.05
Garden
o1 (verified spawn opacity)
0.3 → 0.5
25.81 ± 0.08
-0.01 ± 0.09
Appendix
Table 20: One-at-a-time sensitivity study. Each row varies one constant around its default while keeping all other settings fixed. Results are averaged over three runs; Δ reports the PSNR change relative to the default configuration.
Figure 12: Memory and capacity over reconstruction. GPU memory remains bounded while active capacity saturates on Garden . Relocation redistributes this capacity over time, whereas hierarchy offloading allows the model to grow on SmallCity without increasing the GPU footprint.
Figure 13: Qualitative comparison against online reconstruction methods on Garden , Forest1 , University2 , fr1/desk , and SmallCity (top to bottom).
Figure 14: Additional qualitative comparisons against online reconstruction methods: Bonsai , Counter , Forest2 , fr2/xyz , and fr3/office (top to bottom).
Figure 15: Additional qualitative comparisons against offline baselines: Bicycle , Kitchen , Room , Treehill , and Garden (top to bottom).
Figure 16: Additional qualitative comparisons against offline baselines: Bonsai , Counter , Dr. Johnson , Train , Stump , and Playroom (top to bottom).
We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
Mia Gaia Polansky, George Kopanas, Stephan Garbin +2
Incremental scene reconstruction is essential for real-world applications. Although 3D Gaussian Splatting shows strong potential, most existing approaches require offline conversion of the optimized Gaussians into an intermediate implicit field for explicit mesh extraction, which hinders seamless integration with downstream tasks. To address this limitation, we propose a novel online framework that incrementally reconstructs and updates high-fidelity explicit meshes by directly triangulating a dense geometric Gaussian representation, which supports both high-quality rendering and incremental surface reconstruction. Moreover, we present a direct meshing algorithm that efficiently extracts and updates the mesh from the Gaussian set. To ensure mesh accuracy, we enforce a plane-based pulling constraint that dynamically aligns 3D Gaussian primitives to the approximated local surface. Furthermore, our framework significantly reduces memory and computational overhead during long-sequence processing by dynamically freezing fully optimized historical regions. Experiments on public datasets demonstrate that our method outperforms conventional Gaussian-based methods on both rendering quality and reconstruction accuracy.
Yanjin Zhu, Shaofan Liu, Jianke Zhu
Zhejiang University, Hangzhou, China · Hefei University of Technology, Hefei, China · Shenzhen Loop Area Institute, Shenzhen, China
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.