# Creating Virtual Environments with 3D Gaussian Splatting: A Comparative Study

arXiv: https://arxiv.org/abs/2501.09302 · HTML: https://mlsanity.com/paper/2501.09302/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 5 of its 11 references that are in the map.
- First posted on arXiv 16 Jan 2025.

## Builds on (most cited first, 5 of 5)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting](https://mlsanity.com/paper/2404.06903/) (2024)
- [Gaussian Frosting: Editable Complex Radiance Fields with Real-Time Rendering](https://mlsanity.com/paper/2403.14554/) (2024)
- [Advancing Extended Reality with 3D Gaussian Splatting: Innovations and Prospects](https://mlsanity.com/paper/2412.06257/) (2024)

## Built on by (most cited first, 3 of 3)

- [Trade-offs in Image Generation: How Do Different Dimensions Interact?](https://mlsanity.com/paper/2507.22100/) (2025)
- [ClipGS: Clippable Gaussian Splatting for Interactive Cinematic Visualization of Volumetric Medical Data](https://mlsanity.com/paper/2507.06647/) (2025)
- [A Study of the Framework and Real-World Applications of Language Embedding for 3D Scene Understanding](https://mlsanity.com/paper/2508.05064/) (2025)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has recently emerged as an innovative and efficient 3D representation technique. While its potential for extended reality (XR) applications is frequently highlighted, its practical effectiveness remains underexplored. In this work, we examine three distinct 3DGS-based approaches for virtual environment (VE) creation, leveraging their unique strengths for efficient and visually compelling scene representation. By conducting a comparable study, we evaluate the feasibility of 3DGS in creating immersive VEs, identify its limitations in XR applications, and discuss future research and development opportunities.
