#3dgs
"What the 3DGS Literature Left on the Table: Five self-contained CUDA optimizations for 3D Gaussian Splatting" by one of 3DGS inventors (George Kopanas) is nice. grgkopanas.github.io/3dgs_cuda_bl...
What the 3DGS Literature Left on the Table: Five Self-Contained CUDA Optimizations for 3D Gaussian Splatting
grgkopanas.github.io
October 29, 2026 at 8:19 AM
A Gaussian splat of a downy bracket fungus on a piece of white rotting wood. I used SplatDissolve (splat.radiancefields.net) for rendering.. in real time with nice DOF! #3dgs
November 2, 2026 at 1:43 PM
Mark and Sergey write "Splatting the Gaussians into Blender" about how Blender 5.3 got gaussian splatting. code.blender.org/2026/10/spla... #blender #3dgs
Splatting the Gaussians into Blender — Blender Developers Blog
Learn about the initial implementation of Gaussian splatting support in Blender and future development plans for this project.
code.blender.org
October 31, 2026 at 6:31 AM
A Gaussian splat of a rose. It was rendered in blender CYCLES with the lens optics plugin: kaiwanshaban.gumroad.com/l/lens-optic.... #3dgs
October 26, 2026 at 11:14 AM
3D Gaussian Splatting vs. Meshes: Choosing a Representation for Real-Time Content
As real-time rendering and generative AI evolve, developers have more ways to represent visual content than traditional polygon meshes. One format attracting attention is 3D Gaussian Splatting (3DGS). The interesting question is not whether 3DGS will replace meshes. It is where each representation fits in a production pipeline—and what trade-offs developers should consider. Meshes and 3DGS represent scenes differently A mesh describes a surface using vertices, edges, and polygons. This gives developers explicit geometry to work with. Meshes fit established workflows for UV mapping, material editing, collision, deformation, and skeletal animation. 3DGS represents a scene using many Gaussian primitives. Each splat has attributes such as position, color, opacity, and shape. Together, they can reproduce detailed appearance from different viewpoints, including visual features that are difficult to model as clean geometry. That difference matters. A visually convincing representation is not automatically a production-ready game asset. A mesh provides explicit surfaces and topology; a 3DGS scene prioritizes appearance through a different representation. Where 3DGS may be useful 3DGS is especially interesting for content with complex visual detail, such as hair, fur, foliage, and textured real-world environments. In reconstruction workflows, it can preserve the appearance of a captured scene without requiring every detail to be rebuilt as conventional geometry. This could make it useful for certain environment elements, visual references, or scenes where appearance matters more than extensive deformation. But the right choice depends on the requirements of the project. For example, a character that needs skeletal animation, precise collision, and frequent material changes may fit more naturally into a mesh-based pipeline. A captured environment that is mostly viewed from a limited range of angles may be a candidate for a splat-based representation. These are possibilities to evaluate, not universal rules. Questions to ask before choosing a representation When evaluating 3DGS or meshes for a real-time project, consider: Does the asset need to deform? Characters and gameplay objects may need rigging, skinning, and predictable geometry. Does it need collision or physics? Visual representation and collision representation may need to be handled separately. How will the camera move? Viewpoint range can affect how a reconstructed asset looks. How editable does it need to be? Consider whether artists need to change topology, materials, or individual scene elements. What are the runtime constraints? Performance depends on the implementation, hardware, scene size, and rendering pipeline—not just the representation format. Can the asset be reused elsewhere? A production pipeline may need exports for multiple engines, tools, or output formats. A hybrid pipeline may be worth exploring Meshes and 3DGS do not have to be treated as competing formats. A project could use meshes for characters, collision, and gameplay-driven objects, while using splats for selected environments or captured visual detail. The challenge is integration. Teams need to consider import and export, runtime performance, lighting, interaction, level of detail, and how artists will inspect and edit the result. Those requirements will vary between engines and projects, so practical tests matter more than broad claims about one format being universally better. 3DGS makes a different point in the design space: it offers another way to represent detailed visual content. The useful question for game developers is where that representation solves a real production problem—and where the existing mesh workflow remains the better fit. How are you evaluating 3DGS, meshes, or hybrid approaches in your own real-time projects? Which constraint has mattered most so far: editability, animation, collision, visual fidelity, or runtime performance? References Kerbl et al., “3D Gaussian Splatting for Real-Time Radiance Field Rendering,” SIGGRAPH 2023. Mildenhall et al., “NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis,” ECCV 2020. This article was prepared with AI assistance and should be reviewed by the author for technical accuracy before publication.
dev.to
October 30, 2026 at 2:24 AM
Tomorrow, Nov 3 at 8 AM PT: MSF 3D Gaussian Splat Compression Town Hall. Nokia, Huawei, PlayCanvas, LGE, Qualcomm and Niantic Spatial on where 3DGS compression is heading. Open to all. Register today: metaverse-standards.org/event/3dgs-t...
#3DGS #gaussian #splat
3D Gaussian Splat Compression Town Hall
3D Gaussian Splatting (3DGS) is quickly changing how real-world scenes are captured and shared. As the Metaverse Standards Forum’s 3D Assets Working Group studies interoperability and compression for ...
metaverse-standards.org
November 2, 2026 at 9:40 PM
3D Glass Solutions is a great example of the homegrown innovation happening right here in New Mexico.

Investing in advanced semiconductor manufacturing creates good-paying jobs and ensures America remains a leader in advanced manufacturing and space exploration technologies.
October 25, 2026 at 4:56 PM
One week until the MSF 3D Gaussian Splat Compression Town Hall. Nov 3, 8:00 to 11:00 PST, online and open to all. Speakers from Nokia, Huawei, PlayCanvas, LGE, and Qualcomm. Agenda and registration: metaverse-standards.org/event/3dgs-t... #3DGS #GaussianSplatting
October 27, 2026 at 2:18 PM
Well, so. I accidentally spent a week shuffling things around in Unity Gaussian Splatting. SPZv4, direct PLY/SPZ loading, stochastic render, global sorting and whatnot. And maybe *now* I can stop working on it :) github.com/aras-p/Unity...
Release v2.0.0: Direct PLY/SPZ loading, global sorting, stochastic render, removed edits/cutouts · aras-p/UnityGaussianSplatting
Against my better judgement, here's a "everything's changed!" release. Originally this repository was made to play around with some simple forms of 3DGS in-memory compression, where I explored a ch...
github.com
November 2, 2026 at 4:05 PM
Here's a #3DGS #GaussianSplat of my bro's model village. Longest capture I ever did in #SplatKing. Got the 1st person flythru I wanted!

Clean up in #SuperSplat (reflections, interrupting lamp posts, white back wall). #COLMAP in #RealityScan, trained in #LichtFeldStudio.

buff.ly/XEmXL8s
Model Halloween Village - Rainier Beach, Seattle, WA - SuperSplat
Captured 2026/10/26 on an iPhone 13 Pro 5M gaussian capture, cleaned up to 4.3M in SuperSplat Editor
buff.ly
October 31, 2026 at 4:02 PM
SparseBerry-3DGS enables accurate greenhouse strawberry phenotyping from sparse UAV views, improving 3D reconstruction by 18% and achieving R²=0.90 for weight estimation. #StrawberryPhenotyping #3DReconstruction #GreenhouseAg
Details: doi.org/10.1016/j.pl...
November 2, 2026 at 2:09 PM
2/ SfM recovers camera poses, 3DGS training builds a photorealistic Gaussian model, and MVS reconstructs a mesh, all from that one video.

No scanner, no CAD.
October 30, 2026 at 10:11 AM
6/ The 3DGS refiner then renders the object and jointly minimizes a photometric loss and a bidirectional Chamfer loss on depth, using a continuous rotation parametrization free of gradient singularities.
October 30, 2026 at 10:11 AM
SHARE3DCAM Announces Major 3DGS Upgrade and New Mesh Generation in SHARE PointClouds Studio V2.7.0

Explore SHARE3DCAM V2.7, featuring improved 3D Gaussian Splatting, point cloud mesh generation, semantic labels, and new reality capture tools.
#hackernews #news
SHARE3DCAM Announces Major 3DGS Upgrade and New Mesh Generation in SHARE PointClouds Studio V2.7.0
Explore SHARE3DCAM V2.7, featuring improved 3D Gaussian Splatting, point cloud mesh generation, semantic labels, and new reality capture tools.
hackernoon.com
October 30, 2026 at 8:28 AM
We spent well over 4 hours touring the Tokogrammetry Museum! It has so many fun and interesting 3DGS exhibits about places around Japan, and the creator's creativity and passion for both the technology and the museum itself can be clearly felt throughout.
#tokogrammetry #とこぐら
October 27, 2026 at 1:55 PM
ソニーの空間キャプチャーソリューションが大幅強化!アルゴリズムを強化し背景だけでなく小道具や自動車などの3DCGアセット生成(3DGS)に対応!
個人向け料金プランも登場!

XYN Spatial Capture Solution Update
3dnchu.com/archives/xyn...
by XYN by Sony
#3DGS
October 28, 2026 at 1:51 AM
Tomorrow, November 3, at 8:00 AM PT: the Metaverse Standards Forum 3D Gaussian Splat Compression Town Hall.

Speakers from Nokia, Huawei, PlayCanvas, LGE, Qualcomm and Niantic Spatial will cover 3DGS capture, the compression market and which specifications […]

[Original post on fosstodon.org]
November 2, 2026 at 9:43 PM
Explore SHARE3DCAM V2.7, featuring improved 3D Gaussian Splatting, point cloud mesh generation, semantic labels, and new reality capture tools. #physicalaisimulation
SHARE3DCAM Announces Major 3DGS Upgrade and New Mesh Generation in SHARE PointClouds Studio V2.7.0
hackernoon.com
October 29, 2026 at 8:41 AM
Previously, creating 3DGS content required technical knowledge and specialized workflows. Now, with Spatial Capture, everyday users can turn their own 360° footage into immersive 3D memories without needing to understand the technology behind it. (3/5)
October 29, 2026 at 1:17 PM
Testing Kopanas's tiled warp-cooperative reduction cited by @aras-p.bsky.social shows where stock 3DGS stalled: register pressure drops from 72 to 48 per thread, yielding a 1.28x speedup on dense 2.4M splat scenes at identical PSNR.
"What the 3DGS Literature Left on the Table: Five self-contained CUDA optimizations for 3D Gaussian Splatting" by one of 3DGS inventors (George Kopanas) is nice. grgkopanas.github.io/3dgs_cuda_bl...
What the 3DGS Literature Left on the Table: Five Self-Contained CUDA Optimizations for 3D Gaussian Splatting
grgkopanas.github.io
October 29, 2026 at 10:44 AM
Insta360 X6's new Spatial Capture feature takes an interesting step forward.

Powered by 3D Gaussian Splatting (3DGS), it can transform 360° videos into explorable 3D environments.

What's particularly exciting is how accessible this technology has become. (2/5)
October 29, 2026 at 1:17 PM
A must recommend for anyone with sense of wanderlust and love for exploration

vrchat.com/home/world/w...
Tokogrammetry Museum by Tokoyoshi
フォトグラメトリと3DGSをぎっしり詰め込んだ巨大ミュージアム! 圧倒的ボリュームに大満足間違いなし! Photogrammetry & 3DGS Museum․ English Supported․
vrchat.com
October 27, 2026 at 1:55 PM
Oh right, I remembered that I made Unity Gaussian Splatting eons ago. Well ok, a new maintenance release v1.1.2 is now out with a handful of fixes. github.com/aras-p/Unity... #unity #3dgs
Release v1.1.2: Fixes! · aras-p/UnityGaussianSplatting
Fix #25: Orthographic projection now works. #214 (@wells2kb) Fix: Improved blending of gaussians with skyboxes and other objects. #189 (@AdrianTheFrog) and #199 (@mwfarb) Fix: Splat editing selecti...
github.com
October 25, 2026 at 5:40 PM
E S C A P I S M by b e c a u s e #VRChat vrchat.com/home/launch?...

Frostpunk 2 by Fit_Graims #VRChat vrchat.com/home/launch?...

[3dgs]痛一会-二次元痛车文化展2026 by DTPOI #VRChat vrchat.com/home/launch?...

【VRMV】狂妄之人⁄bad-time by yaohu #VRChat vrchat.com/home/launch?...
October 26, 2026 at 9:13 AM