From Volume Rendering to 3D Gaussian Splatting: Theory and Applications
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Abstract (arXiv)
The problem of 3D reconstruction from posed images is undergoing a fundamental transformation, driven by continuous advances in 3D Gaussian Splatting (3DGS). By modeling scenes explicitly as collections of 3D Gaussians, 3DGS enables efficient rasterization through volumetric splatting, offering thus a seamless integration with common graphics pipelines. Despite its real-time rendering capabilities for novel view synthesis, 3DGS suffers from a high memory footprint, the tendency to bake lighting effects directly into its representation, and limited support for secondary-ray effects. This tutorial provides a concise yet comprehensive overview of the 3DGS pipeline, starting from its splatting formulation and then exploring the main efforts in addressing its limitations. Finally, we survey a range of applications that leverage 3DGS for surface reconstruction, avatar modeling, animation, and content generation-highlighting its efficient rendering and suitability for feed-forward pipelines.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 61 of its 70 references that are in the map. First posted on arXiv 20 Oct 2025.
Builds on
61 of 70 references.
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38 more
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50 most cited of 61 All 61 (JSON)
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