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Original implementation of "Radiant Foam: Real-Time Differentiable Ray Tracing"
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
A refactored codebase for Gaussian Splatting. Training 3DGS in 50 seconds!
3DGS-LM accelerates Gaussian-Splatting optimization by replacing the ADAM optimizer with Levenberg-Marquardt. (ICCV 2025)
lilygoli / SpotLessSplats
Forked from nerfstudio-project/gsplatCode for SpotLessSplats: Ignoring Distractors in 3D Gaussian Splatting built on gsplat codebase.
An efficient and research-friendly Gaussian Splatting framework described in the CVPR'26 paper "Faster-GS: Analyzing and Improving Gaussian Splatting Optimization"
Official code release for "Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency"
Code release for CVPR 2025 paper "Textured Gaussians for Enhanced 3D Scene Appearance Modeling".
SPaGS: Fast and Accurate 3D Gaussian Splatting for Spherical Panoramas
Original reference implementation of the CUDA rasterizer from the paper "StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering"
MEGS²: Memory-Efficient Gaussian Splatting via Spherical Gaussians and Unified Pruning
This is the official implementation of our EGSR 2023 paper, Accelerating Hair Rendering by Learning High-Order Scattered Radiance.
A Gaussian Splats Renderer built from scratch with CUDA.