From Volume Rendering to 3D Gaussian Splatting: Theory and Applications
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arXiv
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| Autores principales: | , , , , , , |
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| Formato: | Preprint |
| Publicado: |
2025
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| _version_ | 1866912930627321856 |
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| author | Matias, Vitor Pereira Perazzo, Daniel Silva, Vinicius Raposo, Alberto Velho, Luiz Paiva, Afonso Novello, Tiago |
| author_facet | Matias, Vitor Pereira Perazzo, Daniel Silva, Vinicius Raposo, Alberto Velho, Luiz Paiva, Afonso Novello, Tiago |
| contents | 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. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2510_18101 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | From Volume Rendering to 3D Gaussian Splatting: Theory and Applications Matias, Vitor Pereira Perazzo, Daniel Silva, Vinicius Raposo, Alberto Velho, Luiz Paiva, Afonso Novello, Tiago Computer Vision and Pattern Recognition 68-01 A.1 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. |
| title | From Volume Rendering to 3D Gaussian Splatting: Theory and Applications |
| topic | Computer Vision and Pattern Recognition 68-01 A.1 |
| url | https://arxiv.org/abs/2510.18101 |