A scene is a cloud of millions of 3D Gaussians. Each one has a position, orientation, scale, opacity, and a colour that depends on viewing direction. Rasterise them, backprop through the rasterisation, done.
Explain why 3D Gaussian Splatting replaced NeRF as the production default for photorealistic 3D reconstruction in 2026
State the six per-Gaussian parameters (position, rotation quaternion, scale, opacity, spherical harmonics colour, optional feature) and how many floats each contributes
Implement a 2D Gaussian splatting rasterizer from scratch using alpha compositing, then show how the 3D case projects to the same loop
Use nerfstudio, gsplat, or SuperSplat to reconstruct a scene from 20-50 photos and export to the KHR_gaussian_splatting glTF extension or the OpenUSD 26.03 UsdVolParticleField3DGaussianSplat schema
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