StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting
Shakiba Kheradmand, Delio Vicini, George Kopanas, Dmitry Lagun, Kwang Moo Yi, Mark Matthews, Andrea Tagliasacchi
TL;DR
This work addresses the bottleneck and artifacts of depth-sorted 3D Gaussian splatting by introducing stochastic transparency, an unbiased Monte Carlo estimator of the volume rendering equation, which enables sorting-free, end-to-end differentiable rendering. The authors derive forward and backward passes for stochastic rendering, provide a practical three-pass gradient scheme, and propose strategies to remove popping artifacts, including a simplified per-fragment depth approach and full volumetric intermixing via free-flight distance sampling. They implement the method in OpenGL (with CUDA benchmarks for comparison) and demonstrate substantial speedups (up to 2–4x faster) with competitive visual fidelity, while enabling dynamic quality-cost trade-offs through sampling. The approach offers portability, compatibility with standard graphics pipelines, and applicability to open-vocabulary localization tasks, making stochastic splats suitable for latency-critical applications and differentiable optimization in 3D radiance fields.
Abstract
3D Gaussian splatting (3DGS) is a popular radiance field method, with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats then rasterizing in primitive order. This ensures correct alpha compositing, but can cause rendering artifacts due to built-in approximations. Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, and counter-intuitively, rendering a lower-resolution image is not necessarily faster. In this work, we address the above limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting, and allows for accurate 3D blending of overlapping Gaussians. The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization.
