The Impact and Outlook of 3D Gaussian Splatting (2510.26694v1)
Abstract: Since its introduction, 3D Gaussian Splatting (3DGS) has rapidly transformed the landscape of 3D scene representations, inspiring an extensive body of associated research. Follow-up work includes analyses and contributions that enhance the efficiency, scalability, and real-world applicability of 3DGS. In this summary, we present an overview of several key directions that have emerged in the wake of 3DGS. We highlight advances enabling resource-efficient training and rendering, the evolution toward dynamic (or four-dimensional, 4DGS) representations, and deeper exploration of the mathematical foundations underlying its appearance modeling and rendering process. Furthermore, we examine efforts to bring 3DGS to mobile and virtual reality platforms, its extension to massive-scale environments, and recent progress toward near-instant radiance field reconstruction via feed-forward or distributed computation. Collectively, these developments illustrate how 3DGS has evolved from a breakthrough representation into a versatile and foundational tool for 3D vision and graphics.
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Explaining “The Impact and Outlook of 3D Gaussian Splatting”
Overview: What is this paper about?
This paper is a big-picture tour of a new way to show 3D scenes on a screen called 3D Gaussian Splatting (3DGS). Think of a 3D scene built from many tiny, soft, colorful “blobs” in space. When you look at the scene from a camera view, each blob “splats” onto the screen like a semi‑transparent sticker, and all the stickers together make a realistic picture. 3DGS became popular because it can look great and run fast in real time.
The paper doesn’t introduce a single new algorithm. Instead, it reviews what the community has done since 3DGS appeared: how people made it smaller and faster, made it handle moving scenes, improved the math for cleaner pictures, brought it to VR headsets and phones, and sped up capture so you can get results almost instantly.
Key objectives and questions
The paper organizes recent progress around simple questions:
- How can we make 3DGS work with fewer resources? (Less memory, faster training, smaller files, even in a web browser)
- How can we make it handle motion and time, not just still scenes? (So it works for people moving, cloth waving, cars driving)
- How do we fix visual glitches and make the math more accurate? (Reduce flicker, blur, and shape distortions)
- How do we make 3DGS feel great in virtual reality? (High frame rates, stable visuals, stereo rendering)
- How can we reconstruct scenes almost instantly? (From just a few photos or even during live events)
Methods and approach: How does 3DGS work, and what does the paper do?
First, a simple picture of 3DGS:
- Imagine building a 3D world out of lots of tiny, fuzzy 3D dots (Gaussians). Each dot has a position, size, direction, color that can change with viewing angle, and transparency.
- When you render an image, you “stamp” these dots onto the screen, layering them from nearest to farthest. Their colors blend, like stacking many see‑through stickers.
- To learn a scene from photos, the computer adjusts where the dots are, how big they are, and what color they should be so that the render matches the input pictures. If an area needs more detail, it adds more dots there.
What this paper does:
- It’s a survey. The author reads and groups many follow‑up papers to show the main trends: making 3DGS smaller and faster, adding time, improving the math, moving to VR, and speeding up reconstruction. It explains core ideas in each area and why they matter.
Main findings and why they’re important
Here are the main directions the paper highlights and why they matter:
- Resource-efficient 3DGS (smaller, faster, cheaper)
- Idea: Remove unneeded blobs, shrink their data, and store attributes more compactly (like zipping files). Train in ways that limit model growth to a set “budget.”
- Why it matters: Lets 3DGS run on normal PCs, phones, or even in a web browser, cutting download size and speeding up playback.
- Dynamic 3DGS (adding time = “4DGS”)
- Idea: Keep the same blobs over time and move them smoothly instead of rebuilding them every frame. Or treat time like an extra dimension so blobs can change shape and position as things move.
- Why it matters: You can capture and replay performances (like people dancing), make digital humans, or view long videos in 3D without the data exploding in size.
- Better math and cleaner images
- Idea: Fix flicker and jaggedness when you zoom or change resolution (anti‑aliasing), use smarter filters, and correct how blobs are projected at the edges of the screen (to reduce distortion).
- Why it matters: Fewer artifacts and more stable images, especially in tough situations like wide‑angle views or fast motion.
- 3DGS for virtual reality (VR)
- Idea: Use “foveated” rendering—your eyes see sharp detail where you look and less detail in the edges—plus engine tweaks that keep images stable across two eyes and large fields of view.
- Why it matters: VR needs very high frame rates and stable visuals. These improvements make 3DGS feel smooth and sharp in headsets.
- Near‑instant reconstruction
- Idea: Train a model that can “guess” the blobs directly from a few photos in one quick pass, or build scenes on the fly from unposed images or live multi‑camera feeds.
- Why it matters: You can get a usable 3D scene in seconds instead of hours, and even explore events almost live (like sports in 3D).
Implications: Why this work matters for the future
Together, these developments turn 3DGS from a clever research idea into a practical foundation for 3D graphics:
- It’s becoming light enough for mobile and the web, fast enough for real‑time, and stable enough for VR.
- It can handle not only still scenes but also moving, long, and complex performances.
- It’s getting close to “instant 3D,” where a handful of photos (or a live stream) quickly becomes a 3D experience.
This means better tools for games, movies, VR/AR, telepresence, education, virtual tourism, and live events—bringing high‑quality 3D capture and playback to more people and devices. The paper’s main message: 3D Gaussian Splatting has grown into a versatile, fast, and reliable way to build and view 3D worlds, and it’s improving quickly across all the key challenges.
Knowledge Gaps
Unresolved Gaps, Limitations, and Open Questions
Based on the paper’s scope and the surveyed directions, the following concrete gaps remain open for future research:
- Formal equivalence of rasterized 3DGS vs. volumetric integration: derive error bounds and regimes of validity where alpha-blended splats approximate true volumetric rendering, and design diagnostics that detect when the approximation fails at test time.
- Gradient correctness and stability: quantify bias/variance of gradients through depth sorting, alpha compositing, and non-differentiable densification; develop reparameterizations or surrogate losses that provide provably stable, unbiased training signals.
- Projection fidelity for wide-FOV and non-pinhole cameras: generalize optimal projection to fisheye, catadioptric, rolling-shutter, and “distorted” camera models with real-time performance guarantees, including stereo-consistent projections for VR.
- Temporal anti-aliasing and motion blur: extend anti-aliasing beyond scale changes to cover motion-induced aliasing (fast head/camera/object motion), with theory-guided temporal filters that preserve details without “popping” or ghosting.
- Non-overlap and Dirac-depth assumptions: characterize failure modes introduced by treating Gaussians as non-overlapping Dirac events along the ray (e.g., translucent media, interpenetrations, high-density regions), and propose principled fixes with bounded overhead.
- Physically based light transport at interactive rates: integrate shadows, indirect illumination, and secondary rays into 3DGS (including hybrid rasterization/path tracing) with real-time budgets, and quantify quality/performance trade-offs.
- View-dependent appearance modeling: move beyond SH-based color toward compact, physically grounded BRDF/BSDF parameterizations, with joint estimation of materials and lighting that support relighting and dynamic illumination.
- Dynamic scenes under occlusions and topology changes: robustly maintain Gaussian identity and coherence through long-term occlusions, contacts, splits/merges, and large deformations, with consistent handling of newly observed geometry.
- Long-duration 4D scalability: unify temporal hierarchies with streaming updates and bounded working sets for hours-long captures, including online pruning/merging policies with provable memory and latency guarantees.
- Dynamic lighting and reflectance separation in 4DGS: disentangle geometry, reflectance, and time-varying illumination to enable relightable dynamic reconstructions.
- Instant reconstruction generalization: evaluate and improve feed-forward 3DGS predictors under domain shifts (indoor/outdoor, low light, HDR, specular/transparent objects), exposure variations, sensor noise, and rolling shutter.
- Uncertainty-aware reconstruction: provide calibrated per-Gaussian uncertainty estimates (geometry, appearance) for downstream decision-making, adaptive densification, and active capture planning.
- Unposed and sparse-input pipelines at scale: deliver city/block-scale reconstructions from unposed images with robust online pose initialization, loop closure, and drift control compatible with Gaussian updates.
- Rate–distortion–latency trade-offs for compressed Gaussians: standardize codecs, progressive bitstreams, and server–client split inference; publish R–D–L curves and perceptual thresholds for VR/mobile deployments.
- On-device training/inference and energy budgets: characterize compute/memory/energy trade-offs on mobile/tile-based GPUs, and design quantization-friendly kernels that meet thermal and battery constraints.
- VR-specific robustness and comfort: quantify stereo coherence, vergence–accommodation interactions, gaze-prediction latency, eye-tracker dropout handling, and foveation artifacts; define pass/fail thresholds for cybersickness and user comfort.
- Stereo-safe splat ordering and visibility: ensure temporally and binocularly consistent depth/visibility transitions to eliminate “popping” and rivalry in head-mounted displays.
- Large-scale out-of-core rendering: design hierarchical LOD, culling, and streaming for kilometer-scale scenes with bounded latency, including multi-user synchronization and bandwidth-aware scheduling.
- Thin structures and high-frequency detail: develop representations and filters that preserve hair, wires, foliage, and text without exploding primitive counts or causing shimmer under motion.
- Hybridization with meshes and grids: establish criteria and automatic partitioning for when to use Gaussians vs. meshes vs. grids, and seamless rendering/compositing across representation boundaries.
- Data, benchmarks, and metrics: create standardized datasets for VR stress tests (wide-FOV, rapid motion), long-duration 4D sequences, mobile renderers, and aliasing/periphery artifacts; include perceptual metrics for popping/stereo comfort and open leaderboards.
- Editing and semantics: factor 3DGS into object-, material-, and light-level components to enable semantic editing, constraints, and programmatic scene graphs, with provenance tracking and reversible edits.
- Security and IP protection: design watermarking, encryption, and license-aware streaming for Gaussian assets to enable safe sharing, telemetry, and commercialization.
- File formats and interoperability: define portable, versioned scene formats for Gaussians (including compression, foveation metadata, temporal hierarchies) that interoperate across engines, WebGPU, mobile, and VR runtimes.
Practical Applications
Immediate Applications
The following items outline practical, deployable workflows and products that leverage current 3D Gaussian Splatting (3DGS) capabilities and published improvements (compression, antialiasing, VR pipelines, dynamic 4DGS, and instant reconstruction).
- Entertainment/Media: Real-time volumetric replays for sports and live events
- Sector: Media, Sports Broadcasting
- Workflow/Product: Use 4DGS pipelines and distributed reconstruction to produce free-viewpoint replays shortly after capture; integrate with broadcasting control rooms as a “Volumetric Replay” module.
- Methods leveraged: 4D Gaussian Splatting (real-time dynamic rendering), “Echoes of the Coliseum” (near-live streaming), Temporal Gaussian Hierarchy (long clips with bounded memory).
- Assumptions/Dependencies: Multi-camera capture with clock sync; GPU servers; per-venue bandwidth; legal consent and rights management for volumetric capture; robust pose estimation for all cameras.
- E-commerce and Marketing: Instant product spins and showroom tours
- Sector: Retail, E-commerce
- Workflow/Product: Feed-forward reconstructions (PixelSplat, GS-LRM) from 2–4 posed images to generate interactive 6DoF views of products or store corners; serve compressed 3DGS assets via WebGPU viewers.
- Methods leveraged: Compression-focused methods (quantization, codebooks), browser-based WebGPU training/rendering (Brush), GS-LRM/PixelSplat for instant asset creation.
- Assumptions/Dependencies: Basic camera calibration or phone ARKit/ARCore poses; CDN support for streaming compressed Gaussian assets; consistent lighting for visual quality.
- Real Estate and Architecture: High-fidelity property walkthroughs
- Sector: Real Estate, AEC (Architecture/Engineering/Construction)
- Workflow/Product: Capture static interiors with commodity cameras and produce 3DGS tours that render in real time on desktops and mobile; enable Web-based viewers with progressive streaming.
- Methods leveraged: Memory footprint reduction (adaptive SH, pruning, quantization), budget-aware training (Taming3DGS, Mini-Splatting).
- Assumptions/Dependencies: Sufficient viewpoints per room; moderate GPU/CPU on client devices; adherence to building privacy guidelines.
- Cultural Heritage and Museums: Digitization for exhibits and education
- Sector: Education, Cultural Heritage
- Workflow/Product: Create 3DGS reconstructions of artifacts and spaces, deliver interactive experiences on kiosks and web; add foveated rendering on VR headsets for guided tours.
- Methods leveraged: VR-Splatting (foveated hybrid renderer), VRSplat (fast and robust stereo rendering), antialiasing improvements (Mip-Splatting, Multi-Scale 3DGS).
- Assumptions/Dependencies: Controlled lighting and pose; headset eye-tracking for foveation; artifact handling permissions.
- Robotics and Autonomous Systems: Fast environment mapping for teleoperation and training
- Sector: Robotics, Industrial Automation
- Workflow/Product: Use on-the-fly 3DGS from unposed streams to quickly build navigable scene models for teleoperation UI or simulation; compress assets for edge deployment.
- Methods leveraged: On-the-fly reconstruction from unposed images (fast pose init + incremental Gaussian spawning), compression (codebooks, quantized embeddings via EAGLES).
- Assumptions/Dependencies: Adequate camera coverage; synchronization or fast pose bootstrapping; edge GPU (Jetson/Orin) or CPU fallback with reduced fidelity.
- VR/AR Experiences: High-performance immersive scenes on head-mounted displays
- Sector: XR (VR/AR), Gaming
- Workflow/Product: Ship VR experiences using hybrid foveated pipelines (neural points for fovea + 3DGS periphery) and single-pass foveated rasterization; stabilize transitions to avoid popping.
- Methods leveraged: VR-Splatting (hybrid foveated renderer), VRSplat (rendering stability, improved projection), antialiasing and distortion corrections.
- Assumptions/Dependencies: Eye-tracking hardware for dynamic foveation; stereo rendering at 72+ fps; headset SDK integration and latency targets.
- Education and Training: Interactive labs for graphics and CV courses
- Sector: Academia, EdTech
- Workflow/Product: WebGPU 3DGS notebooks for teaching differentiable rendering, volumetric modeling, and real-time pipelines; course modules comparing volumetric vs rasterized appearance models.
- Methods leveraged: Browser-based training/rendering (Brush), appearance model evaluations (volumetric vs raster comparisons), anti-aliasing pipelines.
- Assumptions/Dependencies: Student access to modern browsers; curated datasets; permissive licenses for code.
- Industrial Inspection and Digital Twins: Rapid capture of equipment and sites
- Sector: Manufacturing, Energy (Facilities)
- Workflow/Product: Capture machinery and site conditions into 3DGS twins for maintenance planning and remote walkthroughs; compress models for tablet-based field viewing.
- Methods leveraged: Budget-aware densification (Taming3DGS), quantization and pruning, antialiasing to handle zoom variations.
- Assumptions/Dependencies: Safety and privacy compliance on sites; sufficient capture coverage; rugged devices; stable lighting or HDR pipelines.
- Consumer Daily Use: Personal scene capture and sharing
- Sector: Consumer Apps
- Workflow/Product: Smartphone app that turns a short video sweep into a 3DGS scene for social sharing; web viewer for friends to explore.
- Methods leveraged: Instant feed-forward reconstruction (PixelSplat/GS-LRM), compressed assets, WebGPU viewers.
- Assumptions/Dependencies: Mobile AR pose estimation; network bandwidth; device GPU capability; content moderation and privacy controls.
- Policy and Standards: Practical guidance for 3D capture and storage
- Sector: Policy, Standards Bodies
- Workflow/Product: Draft organizational policies on consent for volumetric capture, retention schedules, and streaming security; adopt interchange formats (glTF/USD) paired with 3DGS metadata for compatibility.
- Methods leveraged: Compression and streaming best practices from 3DGS literature; clear trade-off documentation from appearance/aliasing studies.
- Assumptions/Dependencies: Cross-stakeholder buy-in; mapping of 3DGS assets to existing file standards; compliance with regional privacy laws.
Long-Term Applications
These scenarios require further research, scaling, or ecosystem development—e.g., robust 4DGS across hours-long dynamic content, standardized streaming formats, hardware acceleration, and policy frameworks.
- City-scale, near-live digital twins
- Sector: Smart Cities, Urban Planning, Mobility
- Workflow/Product: Continuous 4DGS reconstructions from distributed cameras for real-time situational awareness, traffic analytics, and planning simulations.
- Methods needed: Temporal Gaussian Hierarchy at urban scale; robust unposed multi-camera integration; cloud-edge distribution; physically consistent appearance models under diverse lighting.
- Assumptions/Dependencies: Dense sensor networks; privacy-preserving pipelines; scalable storage and compute; standard APIs for municipal use.
- Volumetric telepresence for remote collaboration
- Sector: Enterprise Collaboration, Telemedicine
- Workflow/Product: Live 4DGS-based volumetric avatars with multi-view capture, streamed with low latency for meetings, surgical mentoring, or design reviews.
- Methods needed: Real-time 4DGS with stable identity/motion modeling, foveated streaming, personalized appearance models; high-accuracy synchronization and calibration.
- Assumptions/Dependencies: Multi-camera rigs or depth sensors; bandwidth with QoS; eye-tracking for foveation; legal and ethical frameworks for medical use.
- Real-time volumetric broadcasting standards and hardware acceleration
- Sector: Media Technology, Semiconductor
- Workflow/Product: Define codecs and hardware blocks for Gaussian primitives (decode, blending, antialiasing, projection correction) in GPUs/NPUs; standardized 3DGS streaming formats.
- Methods needed: Formalized projection/antialiasing pipelines (Mip-Splatting, distortion correction) in hardware; codebook/quantization standards; edge compute integration.
- Assumptions/Dependencies: Industry consortiums; IP licensing; backward compatibility with glTF/USD; device firmware updates.
- Autonomous driving and robotics training with dynamic volumetric scenes
- Sector: Automotive, Robotics
- Workflow/Product: Large-scale 4DGS datasets of dynamic environments for sensor simulation, policy learning, and synthetic data generation; render secondary rays for lighting realism.
- Methods needed: 3DGUT and volumetric ray-traced primitives (Don’t Splat Your Gaussians) for secondary rays; scalable hierarchical 4D representations; domain randomization tools.
- Assumptions/Dependencies: Scene diversity; accurate camera/lidar calibration; compute for path-traced training; consistent evaluation benchmarks.
- Personalized XR with on-device instant capture
- Sector: Consumer XR
- Workflow/Product: AR glasses capture and render personal spaces instantly with 3DGS; privacy-preserving local processing and selective sharing.
- Methods needed: Tiny-model feed-forward reconstructions optimized for mobile NPUs; ultra-compact encodings; gaze-driven foveated rendering and power-aware scheduling.
- Assumptions/Dependencies: Mature AR glasses hardware; standardized eye-tracking; battery-efficient runtimes; local encryption and on-device storage policies.
- Medical imaging augmentation and surgical rehearsal
- Sector: Healthcare
- Workflow/Product: Combine endoscopic/multi-view video with 3DGS to build dynamic volumetric models for pre-op planning and intra-op guidance; real-time rendering in OR.
- Methods needed: Robust 4DGS under specularities and non-Lambertian tissues; integration with clinical imaging; sterile, low-latency hardware; validated appearance models.
- Assumptions/Dependencies: Regulatory clearance; data anonymization; specialized capture rigs; cross-modality alignment (CT/MRI).
- Industrial digital twin ecosystems with predictive analytics
- Sector: Energy, Manufacturing
- Workflow/Product: Continuous 4DGS models of plants for inspection, anomaly detection, and simulation; tie into maintenance scheduling and safety analytics.
- Methods needed: Long-duration 4DGS with hierarchy; automated capture workflows; sensor fusion (RGB, thermal); physically consistent rendering for diagnostic tasks.
- Assumptions/Dependencies: Sensor networks; cybersecurity; workforce training; integration with CMMS/ERP systems.
- Education at scale: global 3D content libraries and curricula
- Sector: Education, Public Sector
- Workflow/Product: Open repositories of 3DGS lessons (labs, museum scans, historical sites) accessible via web and XR; curricular standards for teaching volumetric graphics.
- Methods needed: Stable open-source toolchains; annotation and provenance standards; automatic quality checks (aliasing, distortion).
- Assumptions/Dependencies: Funding and stewardship; localization; accessibility considerations; licensing frameworks.
- Financial and Insurance analytics using volumetric evidence
- Sector: Finance, Insurance
- Workflow/Product: Claims verification and property valuation using 3DGS reconstructions; risk scoring from site condition analytics.
- Methods needed: Scalable capture-to-3DGS pipelines; tamper-evident metadata and signatures; standardized quality metrics for valuation.
- Assumptions/Dependencies: Regulatory acceptance of volumetric evidence; privacy and consent; audit trails; integration with underwriting systems.
- Policy frameworks for ethical volumetric capture and streaming
- Sector: Policy, Legal
- Workflow/Product: Develop standards for consent, retention, anonymization, and sharing of 4DGS data; certification for compliant capture systems.
- Methods needed: Transparent compression/streaming specifications; privacy-preserving encodings (e.g., obfuscation of non-consenting individuals); watermarking.
- Assumptions/Dependencies: Cross-jurisdiction harmonization; stakeholder engagement (public, industry, academia); enforceable compliance mechanisms.
Each long-term item depends on continued progress in the paper’s highlighted areas: dynamic 4DGS (identity and motion coherence), robust antialiasing and projection models, compression and streaming standards, and near-instant reconstruction that generalizes across diverse inputs and devices.
Glossary
- 2D splat: A two-dimensional footprint created by projecting a 3D Gaussian onto the image plane for rasterization. "to construct a 2D splat on screen"
- 3D Gaussian Splatting (3DGS): A scene representation using many anisotropic 3D Gaussian primitives rendered via rasterization for real-time novel view synthesis. "3D Gaussian Splatting (3DGS) has emerged as one of the most influential breakthroughs"
- 3D tile culling: A rendering optimization that discards screen-space tiles unlikely to contribute, improving performance and reducing artifacts. "3D tile culling"
- 4D Gaussian Splatting (4DGS): An extension of 3DGS that adds time as a dimension to model dynamic scenes. "dynamic (or four-dimensional, 4DGS) representations"
- Adaptive 3D smoothing filter: A viewpoint-dependent filter applied to Gaussians to reduce aliasing and artifacts by matching sampling frequency. "applying an adaptive 3D smoothing filter to each Gaussian"
- Anisotropic Gaussian primitives: Gaussians whose shape varies with direction, allowing elongated or oriented splats to better model scene structure. "anisotropic Gaussian primitives"
- Antialiasing: Techniques to reduce sampling artifacts (aliasing) when rendering at varying scales or resolutions. "Antialiasing"
- Articulated objects: Structures with parts connected by joints that move relative to each other, requiring time-varying modeling. "articulated objects"
- Bundle adjustment: Joint optimization of camera poses and scene parameters to improve reconstruction from multiple views. "mini bundle adjustment"
- Deformable spatio-temporal Gaussians: Gaussians that can change shape and position over time to capture nonrigid motion in dynamic scenes. "Deformable spatio-temporal Gaussians."
- Densification: Incrementally adding Gaussians in regions needing more sampling to improve reconstruction quality. "deterministic, budget-aware densification"
- Dirac delta: A mathematical idealization representing an infinitesimally thin contribution along a ray, used to approximate non-overlapping Gaussians. "Dirac delta"
- Elliptical Weighted Average (EWA) splatting: A splatting framework using elliptical kernels to achieve high-quality, alias-free volume rendering. "elliptical weighted average splatting (EWA"
- Extinction strength: The rate at which light is attenuated or absorbed along a ray in a volume rendering context. "extinction strength"
- Feed-forward: A non-iterative inference approach that directly predicts Gaussian parameters for instant reconstruction. "feed-forward architecture"
- Foveated rasteriser: A renderer that allocates more detail to the gaze (foveal) region and less to the periphery to meet VR performance demands. "a foveated rasteriser"
- Free-viewpoint exploration: Interactive navigation and rendering from arbitrary viewpoints in a reconstructed scene. "free-viewpoint exploration"
- Gaussian covariance tensors: Matrices encoding the shape and orientation of Gaussians, crucial for accurate projection and rendering. "Gaussian covariance tensors"
- Implicit volumetric representations: Scene models defined by continuous functions (often neural networks) rather than explicit geometry. "implicit volumetric representations such as NeRF"
- Mip-Splatting: A multi-scale, alias-free extension of 3DGS that adjusts Gaussian footprints based on viewing scale. "Mip-Splatting"
- Nonrigid motion: Deformations where an object changes shape over time, not just rigidly translating or rotating. "nonrigid motion"
- Novel view synthesis: Rendering images from viewpoints not present in the input data using a learned scene representation. "novel view synthesis"
- Orthogonal projection: A projection method that maps 3D points to the image plane by dropping perpendiculars, used to approximate Gaussian footprints. "via an orthogonal projection"
- Projection distortions: Errors caused by mismatches between Gaussian geometry and the camera projection, especially in peripheral views. "projection distortions"
- Quantization: Reducing precision of per-Gaussian attributes to compress storage and bandwidth. "quantization of per-Gaussian attributes"
- Rasterization: Converting projected primitives into pixels by accumulating their screen-space footprints. "via rasterization:"
- Ray marching: Sampling along rays through a volume to integrate color and opacity, typically more expensive than splatting. "the expensive ray marching required by volumetric techniques"
- Scene flow: A field describing 3D motion of points in a scene over time. "scene flow"
- Spherical harmonics (SH) order: The degree of spherical harmonics used to model view-dependent appearance per Gaussian. "SH order"
- Temporal coherence: Maintaining consistent identities and attributes of primitives across time in dynamic scenes. "Temporal coherence"
- Temporal Gaussian Hierarchy: A multi-level, time-structured Gaussian representation that reuses stable content to scale to long videos. "Representing Long Volumetric Video with Temporal Gaussian Hierarchy"
- Transformer‑based model: A model leveraging transformer architectures to decode multi-view inputs into Gaussian parameters in one pass. "transformerâbased model"
- Unposed image streams: Input sequences without known camera poses that require fast pose initialization during reconstruction. "unposed image streams"
- Vector quantization: Compressing parameters by mapping them to entries in a learned codebook. "vector quantization"
- View tangent plane: The plane tangent to the viewing direction used to align Gaussian covariance for reduced projection error. "view tangent plane"
- View-space bounding: Limiting Gaussians in view space to reduce artifacts and improve culling efficiency. "view-space bounding"
- View-dependent color: Appearance that changes with viewpoint, modeled per Gaussian to capture specularity and anisotropy. "view-dependent color"
- Volumetric integration: Computing pixel color by integrating density and radiance along a ray through the volume. "full volumetric integration"
- Volume rendering equation: The integral formulation describing color formation along a ray through participating media. "volume rendering equation"
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