3D Gaussian Splatting in a Weekend
Summary
A hands-on, tutorial-style exploration of 3D Gaussian splatting (3DGS) implemented in C++ and OpenGL. The post covers loading scenes, coloring via spherical harmonics, Gaussian math, reparameterization, rendering, and sorting translucent splats, with code samples and references to the original 3DGS work. It’s a practical guide for developers interested in real-time radiance-field rendering and GPU-based Gaussian primitives.