GSAVS: Gaussian Splatting-based Autonomous Vehicle Simulator
Rami Wilson
TL;DR
GSAVS tackles the sim-to-real gap in autonomous driving by representing every scene asset as a 3D Gaussian splat rendered in real time within Unity. By wrapping Gaussian splatting around a classical 3D engine, GSAVS delivers photorealistic environments with easy asset customization, leveraging real-world data (e.g., nuScenes) to build a digital twin of driving scenes. The framework defines a road-spline track to constrain ego motion and uses Gaussian-splat ego and vehicle agents with physics-enabled interactions, enabling diverse training scenarios. Experiments across three task sets show competitive accuracy and favorable resource utilization, highlighting the approach's efficiency and scalability. The work signals a path toward scalable, high-fidelity simulators for robust sim-to-real transfer, with future directions including dynamic Gaussians and relightable assets.
Abstract
Modern autonomous vehicle simulators feature an ever-growing library of assets, including vehicles, buildings, roads, pedestrians, and more. While this level of customization proves beneficial when creating virtual urban environments, this process becomes cumbersome when intending to train within a digital twin or a duplicate of a real scene. Gaussian splatting emerged as a powerful technique in scene reconstruction and novel view synthesis, boasting high fidelity and rendering speeds. In this paper, we introduce GSAVS, an autonomous vehicle simulator that supports the creation and development of autonomous vehicle models. Every asset within the simulator is a 3D Gaussian splat, including the vehicles and the environment. However, the simulator runs within a classical 3D engine, rendering 3D Gaussian splats in real-time. This allows the simulator to utilize the photorealism that 3D Gaussian splatting boasts while providing the customization and ease of use of a classical 3D engine.
