FGGS-LiDAR: Ultra-Fast, GPU-Accelerated Simulation from General 3DGS Models to LiDAR
About
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 available at https://github.com/discoverse-dev/FGGS-LiDAR.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| LiDAR Rendering | Simulated batched multi-environments | Latency (ms)0.9 | 38 | |
| LiDAR Simulation | Indoor-RealLiDAR | Chamfer Distance (CD)0.0034 | 4 | |
| LiDAR Simulation | Outdoor-RealLiDAR | Chamfer Distance (CD)0.0104 | 4 | |
| Surface Reconstruction | Indoor-COLMAP Scene 1 | Chamfer Distance (CD)0.0089 | 4 | |
| Surface Reconstruction | Indoor-COLMAP 2 (Scene 2) | Chamfer Distance (CD)0.0182 | 4 |