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This research addresses the latency bottleneck in LiDAR simulation by converting 3D Gaussian Splatting assets into watertight meshes via volumetric discretization, enabling GPU-accelerated ray casting at over 500 FPS without architectural changes. By achieving an order-of-magnitude lower latency than standard tools like Isaac Sim for large-scale parallel environments, the framework significantly accelerates training and validation pipelines for robotics and autonomous driving systems using existing photorealistic assets.
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FGGS-LiDAR: Ultra-Fast, GPU-Accelerated Simulation from General 3DGS Models to LiDAR

arXiv2 min read

arXiv:2509.17390v3 Announce Type: replace Abstract: While 3D Gaussian Splatting (3DGS) has emerged as a strong representation for photorealistic rendering, its vast ecosystem of assets remains difficult to use for high-performance LiDAR simulation, a critical tool for robotics and autonomous driving. We present \textbf{FGGS-LiDAR}, a geometry-first framework that bridges this gap in a plug-and-play manner. Our method converts pretrained 3DGS assets into watertight meshes directly from Gaussian parameters, without requiring LiDAR-specific supervision or architectural alterations, via volumetric discretization and Truncated Signed Distance Field (TSDF) extraction. We pair this with a GPU-accelerated ray-casting module that simulates LiDAR returns at over 500 FPS and supports batched multi-environment simulation with up to 4096 environments. In large-scale parallel settings, FGGS-LiDAR achieves an order-of-magnitude lower LiDAR simulation latency than Isaac Sim. We validate FGGS-LiDAR on both indoor and outdoor scenes, demonstrating high LiDAR-simulation fidelity. Furthermore, on COLMAP-posed indoor benchmarks, we compare against existing 3DGS-to-mesh baselines and report lower LiDAR-simulation error. Code is at https://github.com/discoverse-dev/FGGS-LiDAR.

Abstract:While 3D Gaussian Splatting (3DGS) has emerged as a strong representation for photorealistic rendering, its vast ecosystem of assets remains difficult to use for high-performance LiDAR simulation, a critical tool for robotics and autonomous driving. We present \textbf{FGGS-LiDAR}, a geometry-first framework that bridges this gap in a plug-and-play manner. Our method converts pretrained 3DGS assets into watertight meshes directly from Gaussian parameters, without requiring LiDAR-specific supervision or architectural alterations, via volumetric discretization and Truncated Signed Distance Field (TSDF) extraction. We pair this with a GPU-accelerated ray-casting module that simulates LiDAR returns at over 500 FPS and supports batched multi-environment simulation with up to 4096 environments. In large-scale parallel settings, FGGS-LiDAR achieves an order-of-magnitude lower LiDAR simulation latency than Isaac Sim. We validate FGGS-LiDAR on both indoor and outdoor scenes, demonstrating high LiDAR-simulation fidelity. Furthermore, on COLMAP-posed indoor benchmarks, we compare against existing 3DGS-to-mesh baselines and report lower LiDAR-simulation error. Code is at this https URL.

Robotics (cs.RO)

arXiv:2509.17390 [cs.RO]

(or arXiv:2509.17390v3 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2509.17390 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 246 words

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