From Volume Rendering to 3D Gaussian Splatting: Theory and Applications
- URL: http://arxiv.org/abs/2510.18101v1
- Date: Mon, 20 Oct 2025 20:52:41 GMT
- Title: From Volume Rendering to 3D Gaussian Splatting: Theory and Applications
- Authors: Vitor Pereira Matias, Daniel Perazzo, Vinicius Silva, Alberto Raposo, Luiz Velho, Afonso Paiva, Tiago Novello,
- Abstract summary: This tutorial provides a concise yet comprehensive overview of the 3DGS pipeline.<n>It starts from its splatting formulation and then explores the main efforts in addressing its limitations.<n>We survey a range of applications that leverage 3DGS for surface reconstruction, avatar modeling, animation, and content generation.
- Score: 5.318207476146788
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: 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.
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