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Gaussian Point Splatting

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Joris Rijsdijk, Christoph Peters, Michael Weinmann, Ricardo Marroquim

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Description

Gaussian Point Splatting proposes a stochastic renderer for massive 3D Gaussian Splatting scenes by drawing pixel-sized opaque samples from Gaussians and compositing with stochastic transparency.

Splatting uses 64-bit atomics and avoids global sorting or tile-based rasterization, aiming for even GPU workload when displaying hundreds of millions of Gaussians interactively.

The ACM Transactions on Graphics paper from Delft University of Technology targets researchers pushing splatting toward city-scale or captured scenes on consumer GPUs.

You should understand 3D Gaussian Splatting basics, atomic blending tradeoffs, and real-time transparency limitations before adopting the method.

Point-based splatting variants are an active follow-on to 3DGS; this TOG entry is often cited in large-scene splatting discussions.

Link last verified accessible on 2026-09-28.