Voyager: Real-Time Splatting City-Scale 3D Gaussians on Your Phone

27 PaulHoule 10 6/17/2025, 1:08:01 PM arxiv.org ↗

Comments (10)

reactordev · 3h ago
Been doing this at Faro Inc since 2023 - I helped build it. The real magic is simply the lookup rasterization on device. Since mobile device GPU’s are fast now it fits inside the geometry shader.
ge96 · 1h ago
Why am I seeing "splatting" more often recently thought it was old tech
hirako2000 · 1h ago
If you call a few years, 'old'.

Anyhow the novel approach opened the route for building on top. A paper recently proposed dynamic captures, for real time animated Gaussian Splats.

It will go on there is so much to explore research-wise, optimisation like this innovation along is a large field of efforts.

nomel · 1h ago
Most tech is "old", with new use cases and accessibility. I think it's most interesting when it jumps into my pocket.
littlestymaar · 1h ago
I don't know what was the use of “splatting” before that, but the modern trend has started just two years ago with this paper: https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/
jauntywundrkind · 3h ago
Are there any existing examples of partial render offload to the cloud?

Crazy good insight here: splatting is largely a search problem, and that can be offloaded to the cloud.

> Specifically, on the cloud side, we propose asynchronous level-of-detail search to identify the necessary Gaussians for the client. On the client side, we accelerate rendering via a lookup table-based rasterization.

modeless · 2h ago
Is there a demo?
tetris11 · 29m ago
gbin · 1h ago
Is there code?
tetris11 · 28m ago
"Code coming soon"