Hardware
SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication
arXiv:2601.15431v2 Announce Type: replace-cross Abstract: Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They en
arXiv:2601.15431v2 Announce Type: replace-cross Abstract: Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity reconstruction with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterization-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, due to the lack of format and rendering standardization, the ecosystem is fragmented into specific viewers. This makes it difficult to integrate these methods into traditional mesh-based rendering pipelines, which is a common use case for interactive applications. To address this limitation, we propose a framework that uses Nvidia's interprocess communication (IPC) APIs to provide an implementation-agnostic rendering server, enabling the results to be viewed in external clients such as Unity, Blender, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.
Related
- InnerGS: Internal Scenes Reconstruction and Segmentation via Factorized 3D Gaussian Splatting
- Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking
- VoxelTTO: Voxel-Aligned Feed-Forward 3D Gaussian Splatting with Test-Time Optimization
- GS-NFS: Bandwidth-adaptive Streaming of Dynamic Gaussian Splats and Point Clouds
Source: arXiv cs.CV | 2026-10-14