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Adding Native Gaussian Splatting Support to Three.js

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Ben Houston

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Adding Native Gaussian Splatting Support to Three.js is Ben Houston's blog post documenting his contribution of first-class Gaussian splat rendering to Three.js using WebGPU and Three.js Shading Language (TSL). Houston outlines SPZ v3 and v4 loaders, a reusable GPU counting sort, and spherical harmonic bands for view-dependent color.

The article details BufferGeometry layouts for splat attributes, multi-pass CountingSort stages, and screen-space covariance projection used by the GaussianSplat path. Readers see how splat sorting and shading integrate with Three's render loop without a separate viewer executable.

You should know JavaScript, Three.js scene graph basics, and introductory Gaussian splatting concepts. Advanced WebGPU/TSL experience helps when adapting the code to custom post-processing or hybrid mesh-splat scenes.

The post is published on ben3d.ca with links to merged Three.js examples and playground demos. It is a single deep-dive tied to a specific engine release rather than a general splatting theory course.

Houston's Three.js and WebGPU work is frequently cited in web graphics circles; this native splat integration post was shared widely when SPZ support landed in the main library.