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From Volume Rendering to 3D Gaussian Splatting: Theory and Applications

2025/10/20 by Vitor Pereira Matias, Matias, Vitor Pereira, Daniel Perazzo +11
Computer Science · Engineering · #3D Shape Modeling and Analysis #68-01 #A.1 #Computer Graphics and Visualization Techniques #Computer Vision and Pattern Recognition (cs.CV) #FOS: Computer and information sciences #Interactive and Immersive Displays

paper · pdf · doi:10.48550/arxiv.2510.18101

openalex publication_date 2025/10/20 · openalex created_date 2025/10/24 · openalex updated_date 2026/07/30

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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