Universal Beta Splatting

📅 2025-09-30
📈 Citations: 0
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🤖 AI Summary
This work addresses the challenge of jointly modeling spatial, view-dependent, and temporal dependencies in explicit radiance field representations. We propose Universal Beta Splatting (UBS), which generalizes 3D Gaussian splatting to N-dimensional anisotropic Beta kernels—establishing the first explicit radiance field framework supporting controllable cross-dimensional dependency modeling. Our key contribution is the introduction of learnable Beta kernels, enabling joint anisotropic appearance and dynamic scene modeling without auxiliary networks or additional color encoding; all parameters are physically interpretable and decomposable into surface, texture, diffuse, specular, and static/dynamic components. Implemented via a CUDA-accelerated N-dimensional renderer compatible with Gaussian splatting, UBS supports real-time rendering and end-to-end optimization. Extensive experiments demonstrate state-of-the-art performance on static, view-dependent, and dynamic scenes, validating Beta kernels as a universal, scalable primitive for explicit radiance field modeling.

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📝 Abstract
We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.
Problem

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

Generalizing Gaussian Splatting to N-dimensional Beta kernels
Modeling dependencies across spatial, angular, and temporal dimensions
Capturing complex light transport and dynamic scene effects
Innovation

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

Generalizes Gaussian Splatting with N-dimensional Beta kernels
Models spatial, angular, and temporal dependencies controllably
Achieves real-time rendering without auxiliary networks or encodings
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