From Volume Rendering to 3D Gaussian Splatting: Theory and Applications

Vitor Pereira Matias, Daniel Perazzo, Vinicius Silva, Alberto Raposo, Luiz Velho +2 more
10/20/2025
cs.CV

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Abstract

The problem of 3D reconstruction from posed images is undergoing a fundamental transformation, driven by continuous advances in 3D Gaussian Splatting (3DGS). By modeling scenes explicitly as collections of 3D Gaussians, 3DGS enables efficient rasterization through volumetric splatting, offering thus a seamless integration with common graphics pipelines. Despite its real-time rendering capabilities for novel view synthesis, 3DGS suffers from a high memory footprint, the tendency to bake lighting effects directly into its representation, and limited support for secondary-ray effects. This tutorial provides a concise yet comprehensive overview of the 3DGS pipeline, starting from its splatting formulation and then exploring the main efforts in addressing its limitations. Finally, we survey a range of applications that leverage 3DGS for surface reconstruction, avatar modeling, animation, and content generation-highlighting its efficient rendering and suitability for feed-forward pipelines.

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Cite this paper

@article{matias2025from,
  title  = {From Volume Rendering to 3D Gaussian Splatting: Theory and Applications},
  author = {Vitor Pereira Matias and Daniel Perazzo and Vinicius Silva and Alberto Raposo and Luiz Velho and Afonso Paiva and Tiago Novello},
  year   = {2025},
  eprint = {2510.18101},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2510.18101v1}
}

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