Gaussian splatting

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]

  1. ^ Westover, Lee Alan (July 1991). "SPLATTING: A Parallel, Feed-Forward Volume Rendering Algorithm" (PDF). Retrieved October 18, 2023.
  2. ^ Huang, Jian (Spring 2002). "Splatting" (PPT). Retrieved 5 August 2011.
  3. ^ Cite error: The named reference 3d was invoked but never defined (see the help page).
  4. ^ Cite error: The named reference 4d was invoked but never defined (see the help page).