One framework for photorealistic rendering across view direction,
time, and beyond — lifting Gaussian and Beta primitives into
higher-dimensional space for real-time, view-dependent, and dynamic novel-view synthesis.
Static 3D Gaussian Splatting cannot express specular reflections, temporal dynamics, or
view-dependent geometry. N-dimensional splatting solves this by lifting
each primitive into a joint distribution over 3D position and conditioning variables, then
conditionally slicing it at render time to recover a 3D primitive whose mean,
opacity, and covariance vary continuously with view or time.
Brings the same 6D representation to clinical CT — predicting
Gaussian parameters in a single forward pass, a 500× speedup over
per-scan optimization.
◳
Dimensionality
Lift primitives from 3D to 6D (view) and 7D (view + time) so a single primitive can carry view-dependent and dynamic behavior.
◐
Kernel shape
Swap the Gaussian opacity decay for an anisotropic Beta kernel with per-dimension bandwidth control for richer light transport.
⚡
Conditioning
Replace covariance-derived slicing (inversion + regression) with a directly parameterized Cholesky precision — kernel-agnostic and far faster.
Latest work · under review
Direct Conditional Parameterization for N-Dimensional Splatting
Direct Gaussian Splatting (dGS) & Direct Beta Splatting (dBS)
N-DGS (6DGS/7DGS) and UBS are the leading N-dimensional formulations across Gaussian and
Beta kernels — but they share the same expensive conditional-slicing step:
every forward pass inverts a covariance block and multiplies a regression matrix, once per
primitive, scaling linearly with primitive count.
Our insight: the slicing step needs far less than the full joint covariance.
Opacity only needs a precision matrix in the query space; position only needs a small
displacement matrix. We parameterize both directly: a Cholesky precision
factor for opacity and a spatially-scaled displacement matrix with
learnable per-dimension coupling for position.
Because the change touches only the conditioning step, it is kernel-agnostic:
it instantiates as dGS (Gaussian, the direct counterpart of N-DGS) and
dBS (Beta, the direct counterpart of UBS). Matched-pair evaluation isolates the gain
of direct conditioning from the choice of kernel.
At a glance
6.9–7.7× faster conditional slicing
up to 2.66× faster end-to-end rendering
+1.26 dB top PSNR gain (7DGS-PBR, dBS)
no inversion — direct Cholesky precision
drop-in — covariance-derived replacement
Direct conditioning, given query deviation δ = q − μq:
Opacityαcond = α · exp( −λo · ‖ L⊤δ ‖² )
Positionμcond = μp + Vpq · diag(Λ) · Vqq · δ
L is a lower-triangular Cholesky factor, so Vqq = LL⊤
is the precision matrix with no inversion. Λ ∈ [0,1]C is a per-dimension
coupling: 0 decouples position from opacity, 1 recovers full N-DGS-style coupling.
For the Beta kernel, the opacity decay becomes ∏i (1 − tanh(zi²))βi with z = L⊤δ.
Each direct method paired against its covariance-derived counterpart, so any difference reflects the conditioning parameterization. FPS uses a PyTorch reference slicer; FPSCUDA uses the fused CUDA slicing kernel. Best of each pair in bold.
Dataset
Method
#Gauss (K)
Time (m)↓
FPS↑
FPSCUDA↑
PSNR↑
SSIM↑
LPIPS↓
NeRF Synthetic
N-DGS
300
10.43
183.58
348.95
34.04
0.973
0.027
dGS
300
10.26
245.18
593.94
34.34
0.973
0.026
UBS
300
6.80
155.96
306.33
34.48
0.975
0.026
dBS
300
5.48
239.09
415.66
34.53
0.975
0.025
Mip-NeRF 360
N-DGS
2,852
51.23
35.69
75.31
26.88
0.775
0.263
dGS
2,574
49.85
42.49
200.56
27.67
0.794
0.227
UBS
3,057
28.59
40.94
76.18
28.50
0.841
0.183
dBS
3,057
24.42
62.05
157.45
28.70
0.842
0.185
6DGS-PBR
N-DGS
163
54.80
328.75
476.79
40.06
0.976
0.039
dGS
163
47.54
356.15
551.02
40.34
0.976
0.038
UBS
163
8.70
239.87
348.63
39.53
0.975
0.042
dBS
163
8.47
305.33
401.93
39.72
0.976
0.042
D-NeRFdynamic
N-DGS
150
10.31
306.51
501.52
34.63
0.976
0.033
dGS
150
10.61
407.40
746.65
34.64
0.976
0.030
UBS
150
8.37
229.83
371.81
32.91
0.967
0.040
dBS
150
9.34
323.75
463.09
33.55
0.972
0.033
7DGS-PBRdynamic
N-DGS
175
28.44
294.48
511.12
29.20
0.944
0.063
dGS
175
31.12
366.06
577.38
29.90
0.948
0.061
UBS
175
9.90
232.17
396.33
30.61
0.951
0.057
dBS
175
8.79
347.93
539.57
31.87
0.955
0.053
All methods: NVIDIA A100, 30K iterations, TC-GS rasterizer, identical learning rates and densification schedules per dataset.
Comparison with state-of-the-art methods
dBS situated against implicit and explicit static-scene methods on Mip-NeRF 360 and NeRF Synthetic. It achieves the best PSNR on Mip-NeRF 360 (28.70 dB) and ties for best PSNR on NeRF Synthetic (34.53 dB). UBS and dBS are re-evaluated under the 3DGS protocol, so UBS numbers differ from the original paper.
Method
Mip-NeRF 360
NeRF Synthetic
PSNR↑
SSIM↑
LPIPS↓
PSNR↑
SSIM↑
LPIPS↓
Implicit
Instant-NGP
25.51
0.684
0.398
33.18
0.959
0.055
Mip-NeRF 360
27.69
0.792
0.237
33.25
0.962
0.039
Zip-NeRF
28.54
0.828
0.189
33.10
0.971
0.031
Explicit
3DGS
27.20
0.815
0.214
33.31
0.969
0.037
GES
26.91
0.794
0.250
–
–
–
2DGS
27.04
0.805
0.297
33.07
–
–
Mip-Splatting
27.79
0.827
0.203
33.33
0.969
0.039
3DGS-MCMC
28.29
0.840
0.210
33.80
0.970
0.040
DRKS
26.76
0.787
0.236
33.82
–
–
Textured GS
27.35
0.827
0.186
33.24
0.967
0.043
Quadratic GS
27.39
0.813
0.213
–
–
–
Disc-GS
28.01
0.833
0.189
–
–
–
Triangle Splatting
27.00
0.808
0.231
–
–
–
Radiance Meshes
27.15
0.810
0.274
–
–
–
Spherical Voronoi
28.57
0.835
0.230
34.53
0.973
0.032
UBS
28.50
0.841
0.183
34.48
0.975
0.026
dBS
28.70
0.842
0.185
34.53
0.975
0.025
Best Second best
ICLR 2026
Universal Beta Splatting
Rong Liu, Zhongpai Gao, Benjamin Planche, Meida Chen, Van Nguyen Nguyen, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Yue Wang, Andrew Feng, Ziyan Wu
UBS generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels.
Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across
spatial, angular, and temporal dimensions. The learned Beta parameters
automatically decompose scene properties — without explicit supervision — into
spatial, angular, and temporal components, achieving real-time rendering while remaining
backward-compatible with Gaussian Splatting and outperforming prior methods across static,
view-dependent, and dynamic benchmarks.
Where N-dimensional splatting began: lifting Gaussian primitives along view direction (6D) and then time (7D), with an efficient conditional-slicing mechanism.
ICLR 2025
6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
6DGS extends 3D Gaussian Splatting into 6D space to capture view-dependent effects, jointly
modeling spatial position and view direction. By enhancing color and opacity representations
and leveraging additional directional information, it achieves up to a 15.73 dB PSNR
improvement with 66.5% fewer Gaussian points than 3DGS — while
staying compatible with the established 3DGS framework.
7DGS represents scenes as seven-dimensional Gaussians unifying spatial
position (3D), time (1D), and viewing direction (3D). An efficient conditional slicing
mechanism converts these 7D primitives into view- and time-conditioned 3D Gaussians,
enabling real-time rendering of dynamic scenes with view-dependent effects — surpassing
prior methods by up to 7.36 dB PSNR at 401 FPS.
Render-FM: Feedforward Model for Real-time Photorealistic Volumetric Rendering
Zhongpai Gao, Benjamin Planche, Meng Zheng, Anwesa Choudhuri, Van Nguyen Nguyen, Terrence Chen, Ziyan Wu
Render-FM brings the 6D representation to medicine. It directly predicts 6D Gaussian Splatting
parameters from CT volumes in 2.8 seconds — a 500× speedup
over per-scan optimization — while maintaining quality. Anatomy-Guided Priming incorporates
segmentation masks and transfer functions as structural priors, so the feedforward model
generalizes to unseen anatomies and supports real-time interactive rendering on standard GPUs
without per-scan optimization.
@inproceedings{gao20246dgs,
title = {6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering},
author = {Gao, Zhongpai and Planche, Benjamin and Zheng, Meng and
Choudhuri, Anwesa and Chen, Terrence and Wu, Ziyan},
booktitle = {International Conference on Learning Representations (ICLR)},
year = {2025}
}
@inproceedings{gao20257dgs,
title = {7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting},
author = {Gao, Zhongpai and Planche, Benjamin and Zheng, Meng and
Choudhuri, Anwesa and Chen, Terrence and Wu, Ziyan},
booktitle = {Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV)},
pages = {26316--26325},
year = {2025}
}
@inproceedings{liu2025universal,
title = {Universal Beta Splatting},
author = {Liu, Rong and Gao, Zhongpai and Planche, Benjamin and Chen, Meida and
Nguyen, Van Nguyen and Zheng, Meng and Choudhuri, Anwesa and
Chen, Terrence and Wang, Yue and Feng, Andrew and Wu, Ziyan},
booktitle = {International Conference on Learning Representations (ICLR)},
year = {2026}
}
@inproceedings{gao2026renderfm,
title = {Render-FM: Feedforward Model for Real-time Photorealistic Volumetric Rendering},
author = {Gao, Zhongpai and Planche, Benjamin and Zheng, Meng and Choudhuri, Anwesa and
Nguyen, Van Nguyen and Chen, Terrence and Wu, Ziyan},
booktitle = {European Conference on Computer Vision (ECCV)},
year = {2026}
}