QuantumGS: Quantum Encoding Framework for Gaussian Splatting

Grzegorz Wilczyński1,2, Rafał Tobiasz1,2, Paweł Gora1 Marcin Mazur1 Przemysław Spurek1,2
1 Jagiellonian University 2 IDEAS Research Institute
Teaser Image

Top: Truck scene from Tanks and Temples demonstrates complex transparency. Standard 3DGS blurs the poster behind the windshield due to low-frequency spherical harmonics. QuantumGS preserves high-frequency view-dependence, recovering background visibility. Bottom: Directional color response of a single Gaussian. Unlike smooth SH patterns (middle), Bloch-sphere encoding (right) learns complex, irregular responses (e.g., central dark lobe), enabling precise light transmission modeling.

Abstract

Recent advances in neural rendering, particularly 3D Gaussian Splatting (3DGS), have enabled real-time rendering of complex scenes. However, standard 3DGS relies on spherical harmonics, which often struggle to accurately capture high-frequency view-dependent effects such as sharp reflections and transparency. While hybrid approaches like Viewing Direction Gaussian Splatting (VDGS) mitigate this limitation using classical Multi-Layer Perceptrons (MLPs), they remain limited by the expressivity of classical networks in low-parameter regimes. In this paper, we introduce QuantumGS, a novel hybrid framework that integrates Variational Quantum Circuits (VQC) into the Gaussian Splatting pipeline. We propose a unique encoding strategy that maps the viewing direction directly onto the Bloch sphere, leveraging the natural geometry of qubits to represent 3D directional data. By replacing classical color-modulating networks with quantum circuits generated via a hypernetwork or conditioning mechanism, we achieve higher expressivity and better generalization.

Method

Method Overview

Our framework integrates quantum processing into 3D Gaussian Splatting for view-dependent color and opacity residuals. Top: Two interchangeable pipelines. Pipeline I (Hyper-Quantum) generates per-Gaussian VQC parameters via hypernetwork from spatial hash encoding. Pipeline II (Joint-Hash Global) feeds spatial and directional hash features to a shared quantum network. Bottom: Hybrid QMLP maps viewing directions to Bloch sphere via rotation gates (Ry, Rz), processes through VQC with circular entanglement, and decodes measurements via classical MLP to guide rendering.

Quantitative Results

NeRF Synthetic Dataset

Table 1. Quantitative comparison on the NeRF Synthetic dataset. We report PSNR, SSIM, LPIPS, and rendering speed (FPS). Our method achieves better results while maintaining real-time rendering capabilities.

Method PSNR ↑ SSIM ↑ LPIPS ↓ FPS ↑
NeRF 31.01 0.947 0.081 0.023
VolSDF 27.96 0.932 0.096 ---
Ref-NeRF 31.29 0.947 0.058 ---
ENVIDR 28.13 0.956 0.067 ---
QRF 32.65 0.960 0.029 47.26
GS 33.30 0.969 0.030 733.00
VDGS 33.37 0.969 0.032 284.29
QuantumGS (Ours) 33.98 0.970 0.030 12.64

Large-Scale Scenes (Mip-NeRF 360, Deep Blending, Tanks & Temples)

Table 2. Quantitative results on large-scale real-world datasets. Our method achieves comparable results on Mip-NeRF 360, and best results on Deep Blending and Tanks & Temples datasets. Notably, we maintain real-time rendering speeds despite utilizing a quantum circuit simulator.

Dataset Method PSNR ↑ SSIM ↑ LPIPS ↓ FPS ↑
Mip-NeRF 360 MiPNeRF360 27.69 0.792 0.237 0.06
GS-30K 27.21 0.815 0.214 134
VDGS 27.64 0.813 0.220 41.35
QuantumGS 27.27 0.793 0.244 10.78
Deep Blending MiPNeRF360 29.40 0.901 0.245 0.09
GS-30K 29.41 0.903 0.243 137
VDGS 29.54 0.906 0.243 44.72
QuantumGS 30.15 0.916 0.163 10.76
Tanks & Temples MiPNeRF360 22.22 0.759 0.257 0.14
GS-30K 23.14 0.841 0.183 154
VDGS 24.02 0.851 0.176 28.53
QuantumGS 24.70 0.888 0.118 16.15

Qualitative Comparisons

Synthetic Scenes

Synthetic Comparisons

Object-centric scenes. In the Drums scene, VDGS blurs the reflection on the drum surface, losing the geometric definition. QuantumGS preserves the distinct shape. In the LEGO scene, VDGS exhibits floater artifacts near the roof. QuantumGS recovers occlusion shadows on the chassis.

Real-World Scenes

Real World Comparisons

Comparisons on real-world datasets. In the Truck scene (Tanks and Temples), standard 3DGS fails to capture high-frequency reflections on the windshield. QuantumGS recovers sharp specular details. In the Kitchen scene (Mip-NeRF 360), standard 3DGS renders the LEGO truck with unnatural foggy appearance. QuantumGS produces clear boundaries.