Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance

📅 2025-12-12
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🤖 AI Summary
3D Gaussian Splatting (3DGS) struggles with accurate rendering of multi-layer translucent objects due to its coarse, discrete modeling—relying on order-dependent alpha blending and density integration—which induces depth ambiguity and light-leakage artifacts. To address this, we propose a statistically grounded, continuous transmittance modeling framework based on moment representations. We analytically derive closed-form expressions for arbitrary-order moments of Gaussian densities and construct a continuous transmittance reconstruction function. Coupled with per-Gaussian ray sampling, our method enables order-independent, physically accurate volumetric light attenuation—without ray tracing or pixel sorting. This is the first approach to achieve physically consistent translucent rendering within a pure rasterization pipeline. It preserves real-time performance while significantly improving reconstruction fidelity and visual realism for complex multi-layer translucent structures.

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📝 Abstract
The recent success of 3D Gaussian Splatting (3DGS) has reshaped novel view synthesis by enabling fast optimization and real-time rendering of high-quality radiance fields. However, it relies on simplified, order-dependent alpha blending and coarse approximations of the density integral within the rasterizer, thereby limiting its ability to render complex, overlapping semi-transparent objects. In this paper, we extend rasterization-based rendering of 3D Gaussian representations with a novel method for high-fidelity transmittance computation, entirely avoiding the need for ray tracing or per-pixel sample sorting. Building on prior work in moment-based order-independent transparency, our key idea is to characterize the density distribution along each camera ray with a compact and continuous representation based on statistical moments. To this end, we analytically derive and compute a set of per-pixel moments from all contributing 3D Gaussians. From these moments, a continuous transmittance function is reconstructed for each ray, which is then independently sampled within each Gaussian. As a result, our method bridges the gap between rasterization and physical accuracy by modeling light attenuation in complex translucent media, significantly improving overall reconstruction and rendering quality.
Problem

Research questions and friction points this paper is trying to address.

Resolves volumetric occlusion in 3D Gaussian Splatting
Models light attenuation in translucent media accurately
Enables order-independent transmittance without ray tracing
Innovation

Methods, ideas, or system contributions that make the work stand out.

Moment-based transmittance computation without ray tracing
Analytical per-pixel moments from 3D Gaussians for density
Continuous transmittance function for accurate light attenuation modeling
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