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Dec 2025
Topic 23 Nov 2025 G-Splats · VDB · Architecture Survey

G-Splats vs VDB —
Architecture Comparison.

Survey of single-image-to-3-D approaches comparing Gaussian splatting (Splatter Image, GS-LRM, Triplane-Meets-Gaussian, Gamba) against VDB / FVDB sparse-voxel approaches. The thesis-line question: which one to pick as the output representation for the MambaFlow3D-class generator. The decision: triplane as the universal intermediate, with VDB used for procedural-pipeline integration and G-splats as an optional fast- preview rendering target.

00 — Motivation

Pick the right output target for the MambaFlow3D-class generator.

Late 2025 a wave of single-image-to-3-D Gaussian-splat methods landed at top venues: GS-LRM (sparse-view feed-forward, 0.23 s on A100), Triplane-Meets-Gaussian (dual decoder, point-cloud + triplane), Splatter Image (U-Net pixel-to-Gaussian), Gamba (Mamba over Gaussian sequences). The question for the thesis line was whether MambaFlow3D should target G-splats as its output, or stick with the VDB / triplane representations already used elsewhere in the thesis-line.

The decision: triplane (and its hexplane / six-plane generalisations) is the universal intermediate. G-splats and VDB are both consumers that the triplane can convert to. The reasoning is in §02.

01 — Side-by-Side

Storage, speed, editability, procedural composability.

PropertyGaussian SplatsVDB / FVDBTriplane (chosen)
Render speed (256² image)5–15 ms~100–300 ms (volume render)30–80 ms (volume render)
Storage50–500 MB (per scene)10–80 MB (per scene)6–12 MB (256² × 32 ch)
EditabilityMove Gaussians directlyHoudini / Open3D nativeEdit 2-D feature planes
Procedural pipeline (Houdini)Awkward — splat-to-mesh conversion neededNative — VDB is Houdini's formatTriplane → marching cubes → mesh → Houdini
Differentiability for trainingYes — standard practiceYes — FVDBYes — bilinear lookup is differentiable
Single-image-to-3-D leadersGS-LRM, Splatter Image, GambaLess common (heavier compute)EG3D, InstantMesh, TRELLIS
Photo-realismHighest (matches NeRF)Mid (depends on shader)Mid–high (depends on triplane resolution)
Decision

Triplane as universal intermediate.
G-Splats for preview. VDB for Houdini.

Triplane wins as the universal generator output because: (i) it is the smallest of the three at 6–12 MB; (ii) it is the most edit-friendly via 2-D feature-plane editing, which composes with the procedural-modelling thesis line; (iii) it converts cleanly to either G-Splats (for fast preview rendering) or VDB / mesh (for Houdini procedural integration). G-Splats win at raw photo-realistic render speed; VDB wins at Houdini composability. Triplane wins at both if you accept the conversion cost, which is paid once per generated scene rather than per frame.

02 — Single-Image-to-3-D Survey

Four leading G-Splat methods at the time of the survey.

MethodArchitectureInputSpeedNotes
GS-LRMTransformer (LRM-style)2–4 sparse views0.23 s on A100Highest quality at low view count
Triplane-Meets-GaussianDual decoder (point-cloud + triplane)Single view~0.5 sBridges triplane & G-Splat ecosystems
Splatter ImageU-Net pixel → GaussianSingle view~0.3 sOne Gaussian per pixel; simple
GambaMamba over Gaussian sequenceSingle view~0.4 sThe direct inspiration for the MambaFlow3D backbone choice (Topic 26)

Interactive Demo · Live

Toggle between Gaussian splats and a triplane / VDB view of the same shape. Each representation renders differently; the underlying geometry is the same.

01 — G-Splats SPHERE
02 — Triplane (volume) 6–12 MB
03 — VDB (sparse voxel) Houdini-native

Full Technical Paper

White paper · four-method G-Splat survey · three-way comparison vs VDB vs triplane · Gamba validates MambaFlow3D premise

Read Paper →
Related Thesis Chapters
MambaFlow3D
Direct downstream consumer — Gamba (Mamba over Gaussian sequence) is the architectural cousin of MambaFlow3D's Pure-Mamba over sparse-cube tokens.
Triplane Deep Dive
The chosen-intermediate representation. Topic 30 is the mechanics study; this topic is the architecture-comparison decision that promoted triplane to default.
FVDB Setup
The VDB integration thread referenced in §01 — practical setup of NVIDIA's FVDB on RTX 3060 for the procedural-pipeline composability leg of the decision.
Appendix — Raw Materials
Transcripts & Source References
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