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How Splatting Works

LESSONINTERMEDIATE
📖1 min read

Module Overview

Est. time45 minutes
TypeFoundations
PrerequisitesModule 01

This lesson is a stub. Content to be developed.


Planned Content

Gaussian Representation

  • Position (mean), covariance (shape), opacity, color (spherical harmonics)
  • What makes a Gaussian "anisotropic"
  • How parameters are stored and optimized

The Optimization Process

  • Starting from a sparse point cloud (COLMAP output)
  • Gradient descent on Gaussian parameters
  • Adaptive density control: splitting, cloning, pruning
  • Loss functions: L1 + D-SSIM

Rendering

  • Tile-based rasterization (not ray marching)
  • Alpha blending — splatting Gaussians onto the image plane
  • Why it's fast: no per-pixel ray queries

3DGS vs. NeRF

  • NeRF: implicit, continuous, slow to render
  • 3DGS: explicit, discrete, real-time rendering
  • Trade-offs in quality, speed, and controllability

Knowledge Check

(To be written)


Resources

KB Pages

External