Gaussian Splatting — All Variants Cheat Sheet

Updated July 2026 with 2025–2026 SOTA additions — new entries marked ★. Algorithm names link to their papers (arXiv / project page).

July 2026 • Updated Edition


Contents

  1. The big picture: why 3DGS won
  2. Mathematical foundations
  3. The vanilla 3DGS pipeline
  4. Quality-improving variants
  5. Compression and efficiency
  6. Geometry and meshing
  7. Dynamic and 4D Gaussian Splatting
  8. Generative 3D / image-to-3D with Gaussians
  9. SLAM and online mapping with Gaussians
  10. Large-scale and city-scale GS
  11. Relighting, materials, and physics
  12. Editing and segmentation
  13. Avatars and human-centric Gaussian Splatting
  14. Autonomous driving and outdoor scenes
  15. GS variants beyond standard 3DGS
  16. Engineering and systems
  17. Evaluation and metrics
  18. Failure modes and pitfalls
  19. Comparison with NeRF and other neural fields
  20. Open research directions and 2026 frontier
  21. Pipelines and reference recipes
  22. Appendix A: 25 things every principal must know about Gaussian Splatting
  23. Appendix B: decision tree — which GS variant?
  24. Appendix C: year-by-year milestones

1. The big picture: why 3DGS won

3DGS is a differentiable, point-based, sort-and-blend rasterizer. It replaces NeRF's implicit MLP and raymarched volume integration with an explicit collection of 3D anisotropic Gaussians, each carrying position, covariance, opacity, and view-dependent color (spherical harmonics). Training jointly optimizes all parameters via image-space photometric loss, with adaptive density control (clone/split/prune) over the lifetime of the optimization.

Aspect NeRF (vanilla) 3DGS
Representation MLP implicit, \(f(\mathbf{x},\mathbf{d}) \to (\mathbf{c},\sigma)\) Explicit 3D anisotropic Gaussians
Inference Ray marching, MLP per sample Tile-based GPU rasterization
Speed (1080p) 0.05–3 FPS (vanilla) 100–300+ FPS
Train time (NeRF synthetic / Mip-NeRF 360) Hours to days 5–40 minutes
Memory at inference MLP weights (small) but slow Hundreds of MB to GB of points
Editability Hard (implicit) Native (move/edit primitives)
Quality ceiling High (Mip-NeRF 360 / Zip-NeRF) Matches or exceeds for most scenes

Key

3DGS is fundamentally a return to explicit geometry but with two innovations that made it work: (i) a differentiable, alpha-compositing tile rasterizer with backward-sortable gradients, and (ii) adaptive density control that grows/shrinks the point cloud during training. Without either, the prior point-based renderers (Pulsar, surface splatting) could not reach photorealism.

2. Mathematical foundations

2.1 The 3D Gaussian primitive

A 3D Gaussian centered at \(\boldsymbol{\mu}\in\mathbb{R}^3\) with covariance \(\Sigma\in\mathbb{R}^{3\times3}\) is

\[G(\mathbf{x}) = \exp\!\left(-\tfrac{1}{2}(\mathbf{x}-\boldsymbol{\mu})^\top \Sigma^{-1}(\mathbf{x}-\boldsymbol{\mu})\right).\]

\(\Sigma\) must be positive semi-definite, so it is parameterized via a rotation \(R\in SO(3)\) (unit quaternion \(q\)) and per-axis scale \(\mathbf{s}\in\mathbb{R}^3_{>0}\):

\[\Sigma = R\,\mathrm{diag}(\mathbf{s})^2\,R^\top.\]

Each Gaussian also has opacity \(\alpha\in(0,1)\) (raw logit) and a vector of spherical harmonic coefficients up to degree \(\ell\in\{0,1,2,3\}\) for view-dependent color.

2.2 Projection and 2D covariance (EWA splatting)

Given world-to-camera \(W\) and the Jacobian \(J\) of the perspective projection at \(\boldsymbol{\mu}_c = W\boldsymbol{\mu}\), the projected 2D covariance is

\[\Sigma_{2D} = J\,W\,\Sigma\,W^\top J^\top \in \mathbb{R}^{2\times2}.\]

This is the EWA (Elliptical Weighted Average, Zwicker 2001) approximation: the local linearization is exact at \(\boldsymbol{\mu}_c\) and degrades away from it (a key source of artifacts addressed by Mip-Splatting and 2DGS).

2.3 Alpha compositing

For pixel \(\mathbf{p}\) and Gaussians sorted front-to-back along the view direction:

\[C(\mathbf{p}) = \sum_{i\in N} \mathbf{c}_i(\mathbf{d})\,\alpha_i\,G_i^{2D}(\mathbf{p}) \prod_{j<i}\!\left(1 - \alpha_j\,G_j^{2D}(\mathbf{p})\right),\]

where \(\mathbf{c}_i(\mathbf{d})\) is the SH-evaluated color in viewing direction \(\mathbf{d}\) and \(G_i^{2D}\) is the 2D Gaussian footprint. This is the volume rendering equation discretized over Gaussians instead of ray-marched samples.

2.4 Spherical harmonics for view dependence

SH up to degree \(\ell\) has \((\ell+1)^2\) coefficients per channel. Vanilla 3DGS uses degree 3 (16 coefs \(\times\) 3 channels = 48 floats per Gaussian). The view-dependent color is \(c(\mathbf{d}) = \sum_{l,m} c_{lm}\,Y_{lm}(\mathbf{d})\). Higher-frequency view-dependent specularity needs more bands; many compression methods strip degree \(\ge 1\).

2.5 Adaptive density control

The optimizer prunes Gaussians whose opacity drops below \(\epsilon_\alpha \sim 0.005\) and densifies where the 2D position gradient magnitude \(\|\nabla_{\boldsymbol{\mu}_{2D}} L\|\) exceeds a threshold \(\tau_\nabla \sim 2\times10^{-4}\):

Key

The position-gradient densification heuristic is surprisingly load-bearing. Many follow-ups (GaussianPro, AbsGS, Pixel-GS, GOF, RAIN-GS) report that better densification triggers account for most of their quality gains. "Where do new Gaussians come from?" is the most important under-the-hood question in 3DGS.

3. The vanilla 3DGS pipeline

3.1 Training loop

  1. Initialization from SfM (COLMAP) sparse point cloud; if no SfM, use random uniform points in scene bound (lower quality).
  2. Each iteration: pick a random training view \(I_v\), project all Gaussians, tile-rasterize to image \(\hat{I}_v\), compute photometric loss

\[\mathcal{L} = (1-\lambda)\,\|\hat{I}_v - I_v\|_1 + \lambda\,\big(1 - \mathrm{SSIM}(\hat{I}_v, I_v)\big),\quad \lambda = 0.2.\]

  1. Backprop through tile rasterizer; Adam updates of \(\{\boldsymbol{\mu}, q, s, \alpha, \mathrm{SH}\}\).
  2. Every \(K\) iters apply density control; total \(\sim\!30\text{k}\) iters.

3.2 Default hyperparameters

Parameter Value Notes
Iterations 30,000 7k–15k for fast preview
LR position \(1.6\times10^{-4}\) scaled by scene extent exp. decay
LR opacity \(5\times10^{-2}\) sigmoid raw
LR scale \(5\times10^{-3}\) exp. raw
LR rotation \(10^{-3}\) quaternion, normalized after step
LR SH \(2.5\times10^{-3}\) for DC, \(/20\) for higher bands 3 bands
Densification window 500 – 15000 every 100 iters
Densify gradient threshold \(2\times10^{-4}\) 2D position grad
Opacity reset interval 3000 set \(\alpha\leftarrow0.01\)
Tile size \(16\times16\) rasterizer constant
\(\lambda_{\mathrm{SSIM}}\) 0.2 1.0–SSIM weight
SH degree warm-up every 1000 iters \(+1\) band up to 3

3.3 Tile-based rasterizer details

Watch out

The tile rasterizer's popping artifacts arise because the per-tile depth sort uses the Gaussian center depth, not per-pixel depth. Distant tiles where two Gaussians overlap strongly can flip order across views. StopThePop, MIP-Splatting, GES, and 2DGS all attempt to fix this through different mechanisms (per-pixel sort, hierarchical sort, surface alignment).

4. Quality-improving variants

Anti-aliasing and frequency control

Mip-Splatting (Yu et al., CVPR 2024) introduces a 3D smoothing filter and 2D Mip filter on Gaussians to enforce a maximum sampling rate, eliminating dilation/erosion artifacts when zooming in/out. Multiscale 3DGS adds explicit pyramid handling. Analytic-Splatting replaces the box pixel filter with a closed-form convolution. Mini-Splatting / Mini-Splatting2 constrain Gaussian sizes to image-space bounds.

Sort and rendering accuracy

StopThePop (Radl et al., SIGGRAPH 2024): hierarchical / pixel-resorting to remove popping without sacrificing speed. Gaussian Opacity Fields (GOF) uses ray-tracing-style intersection for accurate depth. Per-pixel sort (PSGS) is exact but slower.

Better densification

GaussianPro (CVPR'24): progressive propagation along normals to fill texture-less regions. AbsGS: takes absolute positional gradients across views (not the average) to find "fence-sitting" Gaussians. Pixel-GS: scales the densification gradient by the projected area in pixels, so a Gaussian that hurts many pixels is split first. RAIN-GS: relaxes the SfM-only initialization assumption with sparse-large-variance random init. FreGS: frequency regularization to push Gaussians toward high-frequency regions.

Surface alignment / 2D Gaussians

2D Gaussian Splatting (2DGS) (Huang et al., SIGGRAPH'24): replaces 3D ellipsoids with oriented disks that intersect surfaces accurately, dramatically improving geometry and mesh extraction. SuGaR: post-hoc surface alignment + Poisson meshing. PGSR (Planar GS): planarity loss for low-frequency surfaces. Gaussian Surfels: zero-thickness oriented surfels.

Sparse-view / few-shot 3DGS

FSGS: Gaussian unpooling for few-shot. SparseGS: monocular depth + diffusion priors for \(\sim\!3\)-view input. DNGaussian: depth-normal regularizers. InstantSplat: pose-free + sparse via MASt3R/VGGT geometry priors, trains in seconds. pixelSplat / MVSplat / latentSplat / Splatter Image: feed-forward 2-view to splat generators. NoPoSplat: no-pose feed-forward splat from images alone.

Key

★ 2026 SOTA update

  • AnySplat (link): Pose-free feed-forward network: a single forward pass over uncalibrated image collections yields 3D Gaussian primitives plus per-image intrinsics and extrinsics. Scales to casual dense or sparse multi-view captures with no pose annotations; matches pose-aware baselines and surpasses prior pose-free methods (NoPoSplat-class) in zero-shot evaluations at real-time rendering latency.

5. Compression and efficiency

A vanilla 3DGS scene of Mip-NeRF 360 averages 1–2 M Gaussians and 200–800 MB on disk. Compression is critical for mobile/web/streaming.

5.1 Lossless / structural reductions

5.2 Quantization and representation tricks

5.3 Hierarchical / level-of-detail

Recipe. Production compression baseline: prune 50% by importance, distill SH to band 1, quantize positions to 16-bit half, \((q, s, \alpha)\) to 8 bits, SH DC to FP16, higher SH to INT6, zstd entropy code, store as tiled file with bbox header. Expect \(8\text{–}20\times\) size reduction with \(<0.5\) dB PSNR drop. Stream LoD by training Hierarchical-GS or Scaffold-GS.

Key

★ 2026 SOTA update

  • HAC++ (link): Anchor-based compression that couples unorganized Scaffold-GS anchors with a binarized structured hash grid, using their mutual information plus intra-anchor context for entropy modeling. Adaptive quantization estimates per-attribute distributions with Gaussian models. Reaches ~100x size reduction over vanilla 3DGS, a leading rate-distortion result in the compression line.

6. Geometry and meshing

Watch out

3DGS geometry is an emergent property, not a constraint. Vanilla 3DGS produces floating ellipsoids, not surfaces. If you need a mesh for physics, collision, or DCC pipelines, use 2DGS or SuGaR-style surface alignment from the start, not a post-hoc mesh of vanilla 3DGS.

7. Dynamic and 4D Gaussian Splatting

7.1 Per-frame baselines

7.2 Deformation-field 4DGS

7.3 Native 4D primitives

7.4 Monocular video and casual capture

Choosing a 4D variant. Multi-view rigs → Spacetime Gaussians or Dynamic 3DGS; hand-held casual phone video → MoSca / Shape-of-Motion; physically-plausible content for AR/VR → PhysGaussian.

Key

★ 2026 SOTA update

  • L4GM (link): First feed-forward 4D large reconstruction model: from a single-view video it outputs per-frame 3DGS in one ~1s forward pass, then upsamples to higher fps for temporal smoothness via temporal self-attention. Built on LGM and trained on a new Objaverse-derived multiview-video dataset (44K objects, 12M videos, 300M frames).

8. Generative 3D / image-to-3D with Gaussians

Diffusion + SDS / SDS-variants

DreamGaussian (Tang et al., ICLR'24): 2-stage — (1) SDS-optimize Gaussians from a generated image; (2) refine via UV-texture diffusion. Generates a textured mesh in 2 minutes. GaussianDreamer, LucidDreamer, HiFi-123, GS-Gen, HumanGaussian: text-to-3D via SDS over GS instead of NeRF. ProlificDreamer-style VSD also applies.

Feed-forward 3D generators (latent splat)

LRM / Splatter Image / pixelSplat / MVSplat / latentSplat: predict 3DGS directly from one or two posed images via a transformer/U-Net. LGM (Large Gaussian Model): feed-forward to dense splats. GRM (Gaussian Reconstruction Model). TriplaneGaussian: tri-plane to GS. GSGEN / GS-Dream: text-to-3D with feed-forward backbone. Trellis, Hunyuan3D-2: state-of-the-art image-to-3D in 2025; outputs PBR mesh and/or 3DGS.

Avatars and humans

HUGS, GaussianAvatars, GoMAvatar, 3DGS-Avatar, AnimatableGaussians, Animatable 3D Gaussian (rigged via SMPL/X / FLAME), PSAvatar (relightable head). Apple Vision-Pro Persona avatar pipeline is an internal GS-style relightable head model. Codec Avatars 3D (Meta) – production-grade GS-based heads.

Key

★ 2026 SOTA update

  • DiffSplat (link): Natively generates 3D Gaussian splats by fine-tuning a pretrained text-to-image diffusion model, exploiting web-scale 2D priors while keeping 3D consistency. A lightweight reconstruction model bootstraps multi-view Gaussian-splat grids for dataset curation; a 3D rendering loss enforces cross-view coherence. Text- and image-to-3DGS in ~1-2 seconds.

9. SLAM and online mapping with Gaussians

Key

The SLAM angle is the cleanest evidence that 3DGS is a real geometry representation: the same map can be (i) rendered photorealistically, (ii) used for ICP-style tracking, (iii) edited locally without retraining a global MLP. NeRF-SLAM (NICE-SLAM, NeRF-SLAM, Co-SLAM) struggled on (iii).

Key

★ 2026 SOTA update

  • WildGS-SLAM (link): Robust monocular RGB 3DGS-SLAM for dynamic in-the-wild scenes. A shallow MLP over DINOv2 features predicts an uncertainty map that guides dynamic-object removal during tracking and mapping, feeding uncertainty-aware dense bundle adjustment and Gaussian-map optimization. Reconstructs a clean static Gaussian map while ignoring moving distractors.

10. Large-scale and city-scale GS

Key

★ 2026 SOTA update

  • Momentum-GS (link): Block-wise large-scene training with a momentum-updated teacher Gaussian decoder that gives each block global self-distillation guidance, decoupling block count from GPU count and restoring cross-block spatial consistency. Block weighting adjusts each block by reconstruction accuracy; reports ~18.7% LPIPS improvement over CityGaussian with far fewer blocks.

11. Relighting, materials, and physics

11.1 Relightable Gaussians

11.2 Physics and simulation

Key

★ 2026 SOTA update

  • IRGS (link): Inverse-rendering framework that models inter-reflections by applying the full rendering equation without simplification, computing incident radiance on the fly via differentiable 2D Gaussian ray tracing. Fixes the inaccurate material/lighting estimates of earlier 3DGS inverse-rendering methods (GS-IR, Relightable 3DG) that used simplified equations or learned light approximations.

12. Editing and segmentation

13. Avatars and human-centric Gaussian Splatting

Model Driving rig What's special
HUGS SMPL first SMPL-driven body GS
3DGS-Avatar SMPL-X per-Gaussian deformation MLP
GaussianAvatars FLAME head-driven, riggable
GoMAvatar SMPL-X monocular video, mesh-coupled
AnimatableGaussians SMPL-X explicit pose-conditioned offsets
SplattingAvatar SMPL-X embedded in mesh tangent space
GoHA / GHG FLAME relightable Gaussian heads
PSAvatar / Relightable Avatar FLAME + light photoreal head with relight
GaussianHair strand + GS strand-aware hair
Codec Avatar 3D (Meta) internal production volumetric telepresence

Recipe. To build a phone-captured talking head GS avatar: (1) capture 30s multi-angle video; (2) run MICA / DECA to fit FLAME; (3) initialize a Gaussian per mesh triangle in tangent space; (4) train 3DGS with pose-conditioned offsets and an expression-condition network; (5) freeze geometry + train a relightable BRDF if needed; (6) compress to \(\le\!30\) MB.

14. Autonomous driving and outdoor scenes

Key

Per-actor 3DGS plus per-scene 3DGS background is the dominant pattern for AV simulation in 2026: you can place rare-event vehicles (e.g., school buses) into any scene and render them with sensor realism. Together with StreetGaussians, this is the basis for Tesla's, Waymo's, and Wayve's internal closed-loop simulators.

15. GS variants beyond standard 3DGS

Different primitives

2DGS (oriented disks); Gaussian Surfels; GES (Generalized Exponential Splatting): replace Gaussian with generalized exponential, shape parameter learned per primitive — lower count for the same quality. TetraGS / Mesh-Gauss: tetrahedron primitives. Beta-Splatting / TriangleSplatting / Convex Splatting / PolySplatting: alternative shape kernels. HoGS (homogeneous): unifies near and far Gaussians via projective coordinates.

Anchored / structured GS

Scaffold-GS (Lu et al., CVPR'24): voxel anchors + tiny neural decoder per anchor predicts \(k\) Gaussians; great compression and far-view extrapolation. Octree-GS: explicit octree LoD over scaffold anchors. Mip-Splatting + Scaffold stack is a strong production baseline.

Frequency / spectral

FreGS: frequency-aware densification. SpectralGS: spectral analysis of training residuals to direct optimization. FourierGS: Fourier-feature view-dependent appearance.

Ray-tracing GS

3D-GRT (3D Gaussian Ray Tracing, NVIDIA): ray-trace through 3D Gaussian primitives via proxy AABBs and OptiX; gives correct depth and shadowing, supports refraction. EnvGS / RGS-Tracing: environment lighting via path tracing on GS.

Key

★ 2026 SOTA update

  • 3DGUT (link): Replaces EWA splatting with the 3D Gaussian Unscented Transform: projects each Gaussian via sigma points, so rasterization works exactly under nonlinear projections (fisheye, rolling shutter, distortion). The tracing-compatible formulation supports secondary rays (reflections/refraction) in the same representation while keeping real-time rasterization speed. Ships in NVIDIA's 3dgrut codebase, hybridizing with 3DGRT.
  • EVER (link): Ray-traces constant-density volumetric ellipsoids with exact emission-only volume rendering instead of alpha-compositing, intersecting each primitive twice. Eliminates popping and view-dependent-density artifacts, is 3D-consistent, and supports defocus blur and camera distortion. ~30 FPS at 720p on RTX 4090; sharpest real-time results on large-scale Zip-NeRF scenes.

16. Engineering and systems

16.1 Reference implementations

16.2 Performance tuning

16.3 Common file formats

17. Evaluation and metrics

17.1 Standard rendering metrics

17.2 Geometry metrics

17.3 Standard benchmarks

17.4 Common benchmark numbers (M360, average PSNR / LPIPS, room scale)

Approximate, for orientation:

Watch out

Beware of cherry-picked metrics. Train PSNR is easy to overfit; test PSNR on a held-out trajectory matters. LPIPS often disagrees with PSNR — a model can look better while having lower PSNR. Also check inference FPS, model size, and memory footprint — many papers win PSNR but inflate Gaussian count by 3×.

18. Failure modes and pitfalls

Watch out

Pitfall catalog:

  • Floaters from over-eager densification or missing depth supervision.
  • Popping between views from per-tile center-depth sort.
  • Aliasing / scale dilation when zooming in/out (fixed by Mip-Splatting).
  • Over-smoothing from too few Gaussians or too-strong SSIM weight.
  • Background bleed-through if the bounding box is mis-set; opaque sky Gaussians can develop wrong negative covariance.
  • Cracks in low-texture regions (fences, walls) without GaussianPro / FreGS.
  • Pose noise: small SfM rotational error leads to large per-pixel error; use bundle adjustment + monocular depth priors.
  • Underfitting at far field due to perspective compression; HoGS or hierarchical LoD helps.
  • Specular reflections require SH band \(\ge 2\) plus plenty of training views; otherwise reflections are baked into a non-physical floater.
  • Hidden surfaces can stay opaque if an occluder is added later (no built-in visibility cleanup; need re-train / explicit pruning).

Recipe. Quality-recovery checklist: (1) Recompute SfM with more match correspondences; (2) Use Mip-Splatting 3D smoothing filter; (3) Add monocular depth + normal regularizer (Marigold, Depth-Anything-v2); (4) Lower densification threshold, more frequent opacity reset; (5) Switch to 2DGS for surface-heavy scenes; (6) Increase SH degree for shiny scenes, or add per-primitive BRDF; (7) Try Scaffold-GS for far-view extrapolation; (8) Validate on held-out trajectory, not training views.

19. Comparison with NeRF and other neural fields

Family Representative Train Render Editable
Vanilla NeRF MipNeRF360 / Zip-NeRF hours–days 0.05–3 FPS no
Hash NeRF Instant-NGP minutes 30–60 FPS limited
Tri-plane / k-plane EG3D / k-Planes hours medium limited
SDF + neural NeuS / VolSDF hours low moderate
Gaussian Splatting 3DGS / Mip-Splatting / 2DGS 5–40 min 100–300 FPS yes
Feed-forward GS pixelSplat / MVSplat inference real-time yes
Surfels / Pulsar Pulsar / DSS seconds high yes
Volumetric mesh differentiable mesh medium high yes

20. Open research directions and 2026 frontier

21. Pipelines and reference recipes

Recipe. Casual capture → web-viewable 3DGS scene: COLMAP (SfM) → 3DGS (15–30k iters) → prune & VQ compress (LightGaussian / SOG) → .spz / .splat for the web → gsplat.js viewer. Total ~30 min from phone video to live URL.

Recipe. Pose-free fast 3D reconstruction (no COLMAP): DUSt3R / MASt3R / VGGT → point cloud + intrinsics + extrinsics → InstantSplat or NoPoSplat → 3DGS in seconds. Trade some quality for huge wall-clock savings.

Recipe. High-quality production scene with mesh: COLMAP → 2DGS or Mip-Splatting + GOF → extract mesh via SuGaR / Poisson → bake albedo into mesh → 3DGS for rendering, mesh for collision/physics.

Recipe. Dynamic 4D capture (multi-camera rig): Per-frame SfM → Spacetime Gaussians or Dynamic 3DGS → temporal compression → stream as time-series of point clouds with deltas.

Recipe. Avatar pipeline (phone-captured talking head): 30s video at 4K → DECA / MICA → FLAME mesh → Gaussian per triangle in tangent space → pose+expression conditioning → relightable BRDF if needed → compress to \(\le\!30\) MB.

Recipe. Generative 3D from a text prompt: Trellis or Hunyuan3D-2 (image → 3D) for shape; SDS via DreamGaussian if you need stylization; finalize as 3DGS or PBR mesh; compress; serve.

22. Appendix A: 25 things every principal must know about Gaussian Splatting

  1. 3DGS replaces NeRF's MLP+ray-march with explicit anisotropic Gaussians + tile rasterization.
  2. Each primitive stores \((\boldsymbol{\mu}, q, s, \alpha, \mathrm{SH})\); covariance is reconstructed \(\Sigma = R\,\mathrm{diag}(s)^2\,R^\top\).
  3. EWA splatting linearizes the perspective projection at \(\boldsymbol{\mu}_c\) to get \(\Sigma_{2D}\).
  4. Volume rendering equation is approximated as alpha compositing of 2D Gaussian footprints.
  5. Adaptive density control (clone, split, prune, opacity reset) is the key training trick.
  6. Vanilla 3DGS uses 1–3 M Gaussians for room-scale; 200–800 MB on disk.
  7. Mip-Splatting fixes scale-aliasing via 3D smoothing + 2D Mip filter.
  8. 2DGS replaces 3D ellipsoids with oriented disks; far better surfaces and meshes.
  9. Scaffold-GS / Octree-GS use voxel anchors + tiny MLP → compression and far-view extrapolation.
  10. Hierarchical 3DGS (Inria) gives LoD from city-scale to centimeter close-ups.
  11. Densification gradient threshold (\(\sim\!2\text{e-}4\)) and opacity reset every 3000 iters are load-bearing.
  12. Popping artifacts come from per-tile center-depth sort; StopThePop, GOF, exact pixel sort fix it.
  13. Compression: prune importance + SH distill + VQ + zstd → smaller, <0.5 dB drop.
  14. LightGaussian, SOG, EAGLES, RDO-Gaussian are the standard compression toolbox.
  15. 4DGS approaches: per-frame; canonical+deformation field; native 4D primitives (Spacetime Gaussians).
  16. Gaussian SLAM: SplaTAM, MonoGS, LoopSplat, Gaussian-SLAM all replace NeRF-SLAM.
  17. Generative 3D: feed-forward (LRM, Splatter Image, Trellis, Hunyuan3D-2) and SDS (DreamGaussian) both target GS now.
  18. Relightable GS: per-Gaussian BRDF + visibility (Relightable 3DG, GS-IR, GShader).
  19. PhysGaussian unifies rendering and simulation primitives via MPM.
  20. Avatars: FLAME / SMPL-X driven; GaussianAvatars, AnimatableGaussians, Codec Avatars 3D.
  21. AV simulation: StreetGaussians, OmniRe, NeuRAD — per-actor + per-scene splats.
  22. Production format: .spz / .splat / quantized .ply with bbox + LoD header.
  23. gsplat (Nerfstudio) is the reference implementation; Inria's diff-gaussian-rasterization is the original.
  24. Benchmark numbers without compression / FPS / memory are misleading; always report all four.
  25. The frontier is foundation 3DGS + 4D world models + real-time on-device rendering.

23. Appendix B: decision tree — which GS variant?

24. Appendix C: year-by-year milestones

Year Milestones
2001 Zwicker et al. EWA splatting — foundational 2D footprint formula.
2018 Pulsar, NSVF, surface splatting renaissance.
2020 NeRF (Mildenhall et al.) — the implicit baseline 3DGS would overtake.
2022 Plenoxels, Instant-NGP — explicit / hash-based fast NeRFs.
2023 (Aug) 3D Gaussian Splatting (Kerbl et al., SIGGRAPH'23) — the watershed paper.
2023 (Q4) DreamGaussian, Mip-Splatting prototypes, SplaTAM, LangSplat, GaussianEditor.
2024 (CVPR) 4DGS, Deformable 3DGS, Scaffold-GS, GaussianAvatars, GaussianPro, PhysGaussian, MipSplat, Spacetime Gaussians, Dynamic 3DGS.
2024 (SIGGRAPH) 2DGS, Hierarchical 3DGS, StopThePop, NeuRAD, OmniRe.
2024 (Q3-Q4) Mip-Splatting refinements, Relightable 3DG, GES, GS-IR, GShader, LightGaussian, EAGLES, SOG, Trellis-style feed-forward generators.
2025 Foundation feed-forward 3DGS (LGM, Splatter Image v2, MVSplat, NoPoSplat); GS in production at Niantic, Polycam, Luma, Apple Persona, Codec Avatars 3D; GS becomes the universal AV / world-model 3D representation.
2026 World-model + 4DGS coupling (Cosmos, GAIA-2); on-device <50 MB scenes; differentiable physics + GS in robotics training; closed-loop AV simulation built around per-actor + per-scene Gaussians; "Gaussian renderer" is a standard module like "rasterizer".

Key

The arc: 2023 introduced 3DGS; 2024 built every major variant (geometry, dynamics, compression, generation, SLAM, avatars, AV); 2025 pushed toward feed-forward foundation models and on-device serving; 2026 fuses 3DGS with world-models and physics so a single representation supports rendering, simulation, generation, and learning.