Gaussian
Splatting

A revolutionary way to capture and render real-world 3D scenes at hundreds of FPS using millions of tiny glowing 3D Gaussians instead of polygons or neural meshes.

No meshes 120+ FPS works on web

Gaussian Splatting is the evolution of NeRF (Neural Radiance Field): same photorealistic quality from a few photos, but rendered in real-time by directly splatting millions of 3D Gaussians onto the screen.

Each Gaussian has:

A 3D position in space A size and shape A rotation or quaternion A color + view-dependent lighting An opacity (alpha) value

How it form 3d scene from 360 video

Sample 3D Gaussian Splatting cloud formation

1

Record
a short
video

Walk 360 around any object or place with your phone, drone, camera, anything that can record a video.

2

The video
splitted into
100+ of images

Just like taking many pictures from every angle

some of sample images form hand model, its can be based upon fPS in a video

3

finds 3D
camera positions
in space

The computer looks at all photos and figures out exactly where the camera was for each one

sample image of hand model with camera array with there positions

4

3D glowing
Gaussians
formation

Millions of tiny glowing 3D bubbles (Gaussians) are placed exactly where the real object was, They learn the perfect size, shape, color, and shininess from the photos.

5

few time the
bubbles are
perfectly tuned

So as time passed, model constantly update Gaussians(positions, alpha, rotation, size), we see it forming clouds, at start it seems like points

6

final 3d
Gaussian
splatting

You now have a tiny file (a few megabytes) that contains the full 3D scene made of smart glowing bubbles.

Why It Beats Everything Else

meshes

NeRF : slow, blurry, GBs

Photogrammetry : heavy meshes

Professional scan : 500+k Machines

3DGS : fast, less complex, MBs

Gaussians

The Future is Here

AR/VR glasses

Meta Verse

3D video calls

Digital twins

E-commerce

Future updates: 4D Gaussian Splatting

3D GS + Time = Millions of "deformable" Gaussians that move and change shape over time.

Current Limitations

Shiny/reflective surfaces still tricky and not properly rendered.

Very big scenes need compression and more computation GPU.

Editing not fully real-time yet and more complex for beginner.