Represents the scene as anisotropic Gaussians with spherical harmonic colour and rasterizes them sorted by depth. Explicit primitives and a rasterizer instead of ray marching an implicit field, which is what makes it real time.
supersedescorrects · extends
classifiesspecializes · part-of
substitutes forapproximates · alternative-to
depends onrequires · validates
Colour is the family; a dashed line is the second member of it.
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alternative-tois a competing approach to Neural Radiance Fieldsrasterizes explicit primitives instead of querying a field
requiresdoes not work without Rasterizationthe speed comes from sorted alpha-blended splatting
requiresdoes not work without Stochastic Gradient Descentthe primitives are fitted to photographs by gradient descent
References
3D Gaussian Splatting for Real-Time Radiance Field Rendering — Kerbl, Kopanas, Leimkuhler, Drettakis — 2023 · link