Fourier Splatting:
Generalized Fourier Encoded Primitives for Scalable Radiance Fields

*Equal contribution
1Vrije Universiteit Brussel2Technical University of Cluj-Napoca
Method overview

Abstract

Novel view synthesis has recently been revolutionized by 3D Gaussian Splatting (3DGS), which enables real-time rendering through explicit primitive rasterization. However, existing methods tie visual fidelity strictly to the number of primitives: quality downscaling is achieved only through pruning primitives. We propose the first inherently scalable primitive for radiance field rendering. Fourier Splatting employs scalable primitives with arbitrary closed shapes obtained by parameterizing planar surfels with Fourier encoded descriptors. This formulation allows a single trained model to be rendered at varying levels of detail simply by truncating Fourier coefficients at runtime. To facilitate stable optimization, we employ a straight-through estimator for gradient extension beyond the primitive boundary, and introduce HYDRA, a densification strategy that decomposes complex primitives into simpler constituents within the MCMC framework. Our method achieves state-of-the-art rendering quality among planar-primitive frameworks and comparable perceptual metrics compared to leading volumetric representations on standard benchmarks, providing a versatile solution for bandwidth-constrained high-fidelity rendering.


Fourier Boundary Construction

Starting from a circle ($K\!=\!1$), each additional frequency component progressively deforms the boundary into complex shapes.


HYDRA Densification

A learned MLP detects lobes in the parent boundary, then predicts child primitives that together reconstruct the original shape.


Visual Comparisons

Drag the dividers to compare all four methods simultaneously.

Ours
Ours
2DGS
2DGS
3DGS
3DGS
Triangle Splatting
Tri. Splat.

Qualitative Results

Close-up comparisons on Tanks & Temples and Mip-NeRF 360 scenes.

Qualitative comparison

Quantitative Results

Among planar primitives: best, second best.

Method Outdoor Mip-NeRF 360 Indoor Mip-NeRF 360 Average Mip-NeRF 360 Tanks & Temples
PSNR↑SSIM↑LPIPS↓ PSNR↑SSIM↑LPIPS↓ PSNR↑SSIM↑LPIPS↓ PSNR↑SSIM↑LPIPS↓
Volumetric methods
3DGS 24.640.7310.234 30.410.9200.189 26.980.8130.214 23.140.8410.183
3DGS-MCMC 25.510.7600.210 31.080.9170.208 27.840.8500.210 24.290.8600.190
Planar methods
2DGS 24.340.7170.246 30.400.9160.195 26.840.8040.252 23.130.8310.212
BBSplat 23.550.6690.281 30.620.9210.178 26.490.7780.236 25.120.8680.172
Tri. Splat. 24.270.7220.217 30.800.9280.160 26.980.8120.191 23.140.8570.143
Ours 24.620.7390.217 31.440.9300.162 27.650.8240.193 24.150.8680.137

Level-of-Detail Scaling

A single trained model rendered at varying levels of detail by truncating Fourier coefficients at runtime vs. Octree-GS pruning levels.

Low High

Octree-GS

Octree-GS

Fourier Splatting (Ours)

Fourier Splatting

Mesh Reconstruction (DTU)

Interact with the reconstructed meshes. Drag to rotate, scroll to zoom.

Scan 24

Scan 37

Scan 69

Scan 97


Surface Normals (Mip-NeRF 360)

Qualitative surface alignment on outdoor Mip-NeRF 360 scenes.

Bicycle normals

Bicycle

Garden normals

Garden

Treehill normals

Treehill

Stump normals

Stump


Citation

@article{jurca2026fourier,
  title={Fourier Splatting: Generalized Fourier encoded primitives for scalable radiance fields},
  author={Jurca, Mihnea-Bogdan and Munteanu, Adrian and others},
  journal={arXiv preprint arXiv:2603.19834},
  year={2026}
}

Visitor statistics