Definition
The scene is a set of 3D Gaussians, each with mean , covariance ( from a quaternion, three scales), opacity and a color from spherical harmonics. No neural network. Initialized from SfM points.
Rendering
Same alpha compositing as NeRF’s volume rendering; only is computed differently.
- Fast: rasterization on the GPU with tiles and one global depth sort (100+ FPS).
- Training: ; adaptive density control clones (under-reconstruction) and splits (over-reconstruction) Gaussians.
- Limitations: storage (59 floats per Gaussian) → compression; static → Dynamic 3D Gaussians; no clean surface → SuGaR.
Trap
Optimizing directly can make it non-positive-semi-definite; that is why it is factorized into rotation and scale.
Appears in
- Lecture 8, Parametrization
- Lecture 8, Image formation
- Lecture 8, Why it is fast
- Lecture 8, Limitations
- Lecture 7, NeRF vs. 3DGS
- Lecture 1, course overview
- Lecture 9, Sparse views: InstantSplat, Splatt3R
- Lecture 10, Gen-3Diffusion: 3DGS as explicit 3D representation inside diffusion; MVGBench fits 3DGS to measure consistency
- Lecture 11, TRELLIS: each active voxel decoded into K Gaussians