Bake It Till You Make It

Ultrafast Spatial Texture Atlas Splatting
Preprint · 2026
1Technical University of Munich  ·  2Siemens Healthineers
Left: garden without and with the baked texture. Middle: bonsai crops against Nexels and Speedy-Splat. Right: LPIPS against frame rate for all methods.
Left: our render without and with the baked texture. Middle: against the highest-quality and the fastest baselines. Right: quality against frame rate, mean over three benchmarks.
2,700–4,400
FPS per benchmark
on the GPU hardware rasterizer
7–9×
the frame rate of 3DGS
with 10× fewer primitives
13 / 13
scenes with better LPIPS than
FastGS and Speedy-Splat

Abstract

Neural radiance representations in Gaussian Splatting (GS) deliver high-fidelity color detail but impose substantial rendering overhead from network evaluations. We present a learned sparse scene representation based on 2D surfels, which enables baking the neural component into a hardware-accelerated 2D texture atlas and eliminates runtime network inference. Our 2D surfels carry low-frequency geometry and view-dependent appearance, while view-independent, per-primitive high-frequency texture is encoded with a spatial hash grid and converted into the texture atlas. A novel sparsity objective that penalizes per-primitive kernel falloffs achieves a substantially sparser representation than prior methods. With a compute-optimized ray-surfel intersection shader our approach renders roughly 7 to 9× faster than 3DGS on common benchmarks, and over an order of magnitude faster on individual scenes, while surpassing the perceptual quality and speed of the fastest sparsification methods (FastGS and Speedy-Splat) at PSNR parity. A quality-optimized variant matches the perceptual quality of the strongest baseline while still rendering several times faster. Because inference is one texture fetch per fragment, frame rates can be pushed to 2,700–4,400 FPS with no loss in quality when using the GPU hardware rasterizer.

Method

Method overview: per-surfel spherical Voronoi color with a falloff regularizer, a hash-grid residual per fragment, baked into a texture atlas and rendered with the hardware rasterizer
A hash grid learns view-independent texture, and a spherical Voronoi model per surfel captures view-dependent color. A falloff prior flattens the kernels to cut overdraw. After training, the grid is baked into a BC7 texture atlas, which the GPU samples in hardware.
Decomposition of a train scene render: full render, spherical Voronoi color only, positive and negative residual Toy example: a single surfel with a signed residual reproduces color variation that a positive-only texture cannot
Left: our render, the per-surfel color alone, and the positive and negative parts of the residual. Right: one surfel under three lighting angles. A signed residual fits it (53–55 dB) where a positive-only texture cannot (14–20 dB).

Interactive Demos

Our bakes of all 13 benchmark scenes, rendered in your browser. Needs WebGPU (Chrome or Edge 113+, Safari 18+).

Viewer options:

Sizes are the full download. Click a scene to open the viewer.

Side by side with FastGS and Nexels

Drag the white handles to move the split. Pause, press Crop and drag a box to zoom.

Ours
PSNR
SSIM
LPIPS
FPS
Points
FastGS
PSNR
SSIM
LPIPS
FPS
Points
Nexels (400K)
PSNR
SSIM
LPIPS
FPS
Points
0 / 239
FPS is the software rasterizer, with the hardware rasterizer in brackets. Keys: Space plays, ←/→ step a frame, C crops, Esc zooms out.

Results

Every method trained and timed by us on one RTX 5090 with its released code; quality from one shared evaluation script. Hover a point for its numbers.

Filled markers use each method's own software renderer. Hollow markers joined by a dashed line are the same model on a GPU hardware rasterizer: ours and Compressed 3DGS on their own, FastGS and Speedy-Splat through our Vulkan port. The shaded area is dominated by the frontier.

Best, second and third per column are tinted. MB is the stored model in each method's own format. HW is the hardware-rasterizer frame rate at quality parity.

Hardware rasterization

Rendering needs only one texture fetch per fragment, so our bakes also run through the GPU's fixed-function pipeline: 1.8× faster than our CUDA renderer on average, at quality parity. The baselines gain less from the same path, 1.4× for FastGS and 1.7× for Speedy-Splat, because sorting millions of primitives dominates their frame. On matched hardware rasterizers we stay 1.7× faster than FastGS and 1.3× faster than Speedy-Splat.

BibTeX

@article{kelkar2026bake,
  title   = {Bake It Till You Make It: Ultrafast Spatial Texture Atlas Splatting},
  author  = {Kelkar, Neel and Niedermayr, Simon and Petkov, Kaloian and
             Engel, Klaus and Westermann, R{\"u}diger},
  journal = {arXiv preprint arXiv:2607.13808},
  year    = {2026}
}