Gaussian Splatting: Scene as Glowing Blobs

A 3D scene can be millions of anisotropic Gaussians: each has a position, a covariance (“blob shape”), a color, and an opacity. Rendering splats those blobs onto the image plane and alpha-blends them. The pipeline is fast, differentiable, and strong at novel views.

Training starts from multi-view photos plus camera poses. The optimizer moves, reshapes, and recolors the blobs until rendered views match the photos.

Explicit cloud vs continuous field

ApproachRepresentationQuery
3D Gaussian SplattingExplicit particle cloudProject / splat to screen
NeRFContinuous fieldShoot rays; sample along each ray

Splats are editable as objects in space. A NeRF is a function you query; editing it usually means changing the field, not moving a particle.

Why it fits “prototype explains itself”

A splat scene is the explanation: you walk around a persistent, renderable 3D account of what the cameras saw. The idea lives in the artifact, not only in a paragraph about the artifact.

Run

FileWhat it does
two_d_splat.htmlThree 2D Gaussians alpha-blended on a grid — drag blobs, change radius/opacity
# Browser — open locally (no server needed)
# Linux: xdg-open gaussian-splatting/two_d_splat.html
# macOS: open gaussian-splatting/two_d_splat.html

WHAT YOU JUST SAW

The scene is an explicit list of blobs (position, radius, color, opacity) splatted onto a canvas. Move one blob and the render updates — you edited an object in space.

NeRF stores a continuous field: you query density/color along rays. Editing means changing the field, not grabbing a particle. 3D Gaussian Splatting keeps particles you can optimize, split, or delete. This 2D toy shows why splats feel tangible: the representation is the things you see.