Radiance fields, including their recent efficient forms such as 3D Gaussian Splatting and Sparse Voxels, have revolutionized photorealistic 3D scene visualization by enabling high-fidelity reconstruction of complex environments, making them a natural match for light field displays. However, integrating these technologies presents significant computational challenges, as light field displays require many high-resolution renderings from slightly shifted viewpoints, while radiance fields rely on computationally intensive volume rendering, which is intractable to achieve real-time speeds even with efficient scene representations. In this paper, we propose a unified and efficient framework for real-time radiance field rendering on light field displays. Rather than re-rendering each view independently, our method converts the input radiance field into shared intermediate sweeping planes that can be efficiently composited into dense light-field views in a single pass. Our method prioritizes shared, non-directional plane caching for real-time performance, trading fine view-dependent color effects for a modest increase in intermediate memory usage. Our framework generalizes across different scene representations without retraining and avoids repeated computation across views. We further demonstrate a real-time interactive application on a Looking Glass display, achieving 200+ FPS at 512p across 45 rendered views and enabling seamless, immersive 3D interactive viewing experiences. On standard benchmarks, our method achieves up to 22ร speedup compared to independently rendering each view, while largely preserving image quality.
Render speed vs. number of views on Mip-NeRF-360 (512p, RTX 5090): G2LF and V2LF (solid) stay real-time where native 3DGS and SVR (dashed) collapse โ up to 22ร faster. Right: captured on a Looking Glass at 5.9 FPS (conventional) vs. 50 FPS (G2LF) across viewpoints.
The display's focal-plane setup (left); the scene rasterized once into forward sweeping planes from a reference camera (center); and swizzle blending compositing those shared planes along each view's rays into every light-field view in a single pass (right).
Live G2LF rendering on a Looking Glass display (single RTX 5090).
Free-viewpoint 3D navigation, rendered in real time.
We release G2LF (OpenGL), the reference real-time renderer, at
github.com/NVlabs/g2lf. Point it at any 3D Gaussian
Splatting .ply and toggle the plane-sweep acceleration on and off to see the speedup live โ 200+ FPS
at 512p across 45 views on a Looking Glass display. Released under the NVIDIA (non-commercial) License.
@article{kim2026realtime,
author = {Kim, Jonghyun and Sun, Cheng and Stengel, Michael and Chan, Matthew and
Russell, Andrew and Jung, Jaehyun and Braithwaite, Wil and Luebke, David and
De Mello, Shalini},
title = {Real-time 3D Visualization of Radiance Fields on Light Field Displays},
journal = {Proceedings of the ACM on Computer Graphics and Interactive Techniques},
volume = {9},
number = {4},
articleno = {56},
numpages = {19},
year = {2026},
publisher = {Association for Computing Machinery},
doi = {10.1145/3820023}
}
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