Gaussian splatting is a volume rendering technique that deals with the direct rendering of volume data without converting the data into surface or line primitives.[1] The technique was originally introduced as splatting by Lee Westover in the early 1990s.[2] With advancements in computer graphics, newer methods such as 3D and 4D Gaussian splatting have been developed to offer real-time radiance field rendering and dynamic scene rendering respectively. [3][4]
3d
was invoked but never defined (see the help page).4d
was invoked but never defined (see the help page).