Extending the stochastic-solid attenuation model to unified volumetric integration of color, normals, depth, and opacity for 3D Gaussian Splatting.
3D Gaussian Splatting (3DGS) renders scenes by projecting 3D Gaussians to 2D and alpha-compositing in screen space. Zhang et al. (2026) introduced a stochastic-solid model for volumetric depth rendering, but RGB and normals still use the splatting approximation. This creates inconsistency between channels.
Depth ordering of overlapping Gaussians can flip with viewpoint changes, causing color and normal discontinuities.
When depth is volumetric but color is splatted, the implied surfaces disagree, producing blurry or misaligned normals.
Splatting approximates Gaussians as planar ellipses, losing 3D volumetric extent that should influence normals.
We derive and implement fully volumetric rendering integrals for all output channels under the stochastic-solid transmittance model.
The two methods produce substantially different outputs. The Dense scene with 25 Gaussians shows the largest divergence.
| Scene | # Gaussians | RGB RMSE | Normal MAE (deg) | Depth RMSE | Opacity RMSE |
|---|---|---|---|---|---|
| Simple | 5 | 0.293 | 60.5 | 0.832 | 0.421 |
| Moderate | 12 | 0.330 | 62.4 | 0.730 | 0.551 |
| Dense | 25 | 0.486 | 65.6 | 0.806 | 0.762 |
| Anisotropic | 10 | 0.393 | 57.4 | 0.746 | 0.643 |
| Deep Overlap | 8 | 0.330 | --- | --- | 0.514 |
Volumetric rendering converges rapidly with increasing quadrature samples. Even 8 samples dramatically outperform splatting.
| Samples | RGB RMSE (vs ref) | Normal MAE (deg) | Time (s) |
|---|---|---|---|
| 8 | 1.38e-4 | 11.74 | 5.20 |
| 16 | 6.99e-5 | 5.16 | 5.50 |
| 32 | 4.17e-5 | 1.94 | 5.15 |
| 48 | 2.47e-5 | 1.42 | 5.58 |
| 64 | 1.18e-5 | 0.74 | 6.50 |
| 96 | 5.95e-6 | 0.34 | 6.39 |
| 128 | 2.80e-6 | 0.22 | 5.87 |
| Splatting | 0.329 | 64.0 | --- |
Volumetric rendering is competitive with splatting, and actually faster for dense scenes.
| Scene | Volumetric (s) | Splatting (s) | Ratio |
|---|---|---|---|
| Simple | 4.6 | 3.8 | 1.23x |
| Moderate | 7.9 | 8.4 | 0.94x |
| Dense | 10.3 | 14.2 | 0.72x |
| Anisotropic | 8.9 | 10.3 | 0.87x |
| Deep Overlap | 7.6 | 7.1 | 1.07x |
Volumetric and splatting renderings diverge substantially in dense, highly overlapping configurations.
Splatting produces fundamentally different normal fields by evaluating normals at projected centers only.
Quadrature converges rapidly: 64 samples achieve 0.74-degree normal accuracy vs. splatting's 64-degree error.
Gradients flow through quadrature, transmittance, and density-gradient normals for end-to-end optimization.
[1] Zhang et al. "Geometry-Grounded Gaussian Splatting." arXiv:2601.17835, Jan 2026.
[2] Kerbl et al. "3D Gaussian Splatting for Real-Time Radiance Field Rendering." ACM TOG, 2023.
[3] Mildenhall et al. "NeRF: Representing Scenes as Neural Radiance Fields." ECCV 2020.
[4] Huang et al. "2D Gaussian Splatting for Geometrically Accurate Radiance Fields." ACM TOG, 2024.
[5] Max. "Optical Models for Direct Volume Rendering." IEEE TVCG, 1995.