From Volume Rendering to 3D Gaussian Splatting: Theory and Applications
Resumo
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.
Palavras-chave:
Surveys, Surface reconstruction, Solid modeling, Three-dimensional displays, Pipelines, Lighting, Tutorials, Rendering (computer graphics), Real-time systems, Image reconstruction, Gaussian Splatting, Volume Rendering, 3D Reconstruction
Publicado
30/09/2025
Como Citar
MATIAS, Vitor Pereira; PERAZZO, Daniel; SILVA, Vinicius; RAPOSO, Alberto; VELHO, Luiz; PAIVA, Afonso; NOVELLO, Tiago.
From Volume Rendering to 3D Gaussian Splatting: Theory and Applications. In: CONFERENCE ON GRAPHICS, PATTERNS AND IMAGES (SIBGRAPI), 38. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 486-491.
