Real-time ($\geq$ 30 fps), 1080p novel-view synthesis at state-of-the-art radiance-field quality — the first method to deliver both at the same time.Until this paper the field had a hard trade-off. The quality leader, Mip-NeRF360, needed
48 h of training and rendered at
0.06 fps. The speed leaders, InstantNGP and Plenoxels, trained in minutes but rendered at
9–17 fps at visibly lower quality. This work reports
0.815 SSIM / 27.21 PSNR at 134 fps on the Mip-NeRF360 dataset after
41 min of training — matching or beating the 48-hour method while rendering roughly
2000$\times$ faster.
Three contributions get it there, and each is remarkable on its own:
1. Anisotropic 3D Gaussians as the scene representation. A primitive that is simultaneously a differentiable *volumetric* element (so it optimizes like a radiance field) and an *explicit, unstructured* one (so it rasterizes like a point cloud). No voxel grid, no hash table, no space compaction — and no wasted compute in empty space.
2. Optimization interleaved with adaptive density control. The set of Gaussians is not fixed: it is cloned, split and pruned during training based on the view-space positional gradient, so the representation grows exactly where the reconstruction is wrong. 1–5 million Gaussians covers every scene tested.
3. A visibility-aware differentiable tile rasterizer. Sorting is done once per frame with a single GPU radix sort over (tile, depth) keys instead of once per pixel, and the backward pass places
no limit on how many splats receive gradients. The same kernel makes training fast *and* rendering real-time.
A fourth thing worth naming: there is no neural network anywhere in the pipeline. Geometry is explicit Gaussians, view-dependent color is spherical-harmonic coefficients, rendering is rasterization. The paper states outright that this contradicts the accepted wisdom that a continuous (implicit) representation is needed for quality.

Fig. 1 is the claim in one strip: same scene, same held-out view. InstantNGP reaches 22.1 PSNR at 9.2 fps, Mip-NeRF360 reaches 24.3 PSNR after 48 h at 0.071 fps, and this method reaches 23.6 PSNR in
6 minutes at 135 fps, or 25.2 PSNR in 51 minutes at 93 fps. The left half of the figure is the old trade-off; the right half is the point of the paper.