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Paper breakdown3D ReconstructionPRO2023

3D Gaussian Splatting

Real-Time Radiance Field Rendering

Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis

6

Concepts

Paper Overview

3D Gaussian Splatting (Kerbl et al., SIGGRAPH 2023) represents scenes as collections of anisotropic 3D Gaussians, enabling real-time novel view synthesis at quality competitive with the best Neural Radiance Field (NeRF) methods while rendering at >100 FPS at 1080p resolution on a single RTX 3090 GPU.

The fundamental insight is replacing neural networks with an explicit, point-based scene representation. Each scene is modeled by 1 to 5 million 3D Gaussians, where every Gaussian carries learnable attributes: a position (mean) μ∈R3\boldsymbol{\mu} \in \mathbb{R}^3, a full 3D covariance matrix Σ∈R3×3\boldsymbol{\Sigma} \in \mathbb{R}^{3 \times 3} (parameterized via a rotation quaternion q∈R4\mathbf{q} \in \mathbb{R}^4 and a scale vector s∈R3\mathbf{s} \in \mathbb{R}^3), an opacity α∈[0,1]\alpha \in [0, 1], and 48 spherical harmonic coefficients encoding view-dependent color (16 SH basis functions per RGB channel at degree l=3l = 3). Each Gaussian stores approximately 59 scalar parameters, and the total scene representation occupies 50-200 MB depending on complexity. A custom tile-based CUDA rasterizer projects and composites these Gaussians in real time without any neural network evaluation at render time.

Key advances:

  • Explicit 3D Gaussians: No neural network at render time — pure rasterization of ~59 parameters per Gaussian, with 1-5M Gaussians per scene
  • Differentiable splatting: Project 3D covariance to 2D via Σ′=JWΣWTJT\boldsymbol{\Sigma}' = \mathbf{J}\mathbf{W}\boldsymbol{\Sigma}\mathbf{W}^T\mathbf{J}^T, enabling gradient-based optimization from multi-view images
  • Spherical harmonics: Degree-3 SH (48 coefficients) captures view-dependent appearance including specular highlights without any MLP
  • Adaptive density control: Clone under-reconstructed regions, split over-large Gaussians, prune near-transparent ones — growing from ~50K SfM points to millions
  • Tile-based rasterization: 16x16 pixel tiles processed in parallel on the GPU with radix sort and early termination, enabling both fast forward rendering and efficient backward gradient computation
  • Real-time rendering: 134 FPS average on Mip-NeRF 360 scenes at 1080p, with training completing in ~30 minutes on a single GPU

3D Gaussian Splatting achieves state-of-the-art visual quality on standard benchmarks — 33.32 dB PSNR on Mip-NeRF 360 (comparable to Mip-NeRF 360's 33.09 dB), 27.41 dB on Tanks & Temples, and 29.41 dB on Deep Blending — while being ~100-1000x faster to render than NeRF methods. It bridges the gap between quality and interactivity for the first time, enabling applications in VR, gaming, digital twins, and real-time 3D content creation.

Chapter Roadmap

Click any topic to jump in

1
3D Gaussian Primitives

Anisotropic Gaussians parameterized by mean, rotation, scale, opacity, and SH — a differentiable scene representation.

renders via
2
Spherical Harmonics

Per-Gaussian SH coefficients (degree 3, 48 scalars) encode smooth view-dependent color without MLPs.

3
Differentiable Splatting

3D→2D projection with Jacobian covariance + alpha compositing gives closed-form volume rendering.

accelerated and refined by
4
Tile-Based Rasterization

16×16 tile sort and early termination turn O(N·P) splatting into a linear GPU workload.

5
Adaptive Density Control

Gradient-triggered clone/split and opacity pruning let the primitive count self-tune to scene complexity.

trained end-to-end by
6
Optimization Pipeline

L1 + D-SSIM loss with Adam and density control converges 100× faster than NeRF at matching quality.

Concept by concept

6 sections, in reading order.

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  1. 013D Gaussians as Scene Primitives
  2. 02Differentiable Splatting
  3. 03Spherical Harmonics for View-Dependent Color
  4. 04Adaptive Density Control
  5. 05Tile-Based Rasterization
  6. 06Optimization Pipeline