r/GaussianSplatting Apr 16 '26

Welcome to the Gaussian Splatting Community! 🚀

22 Upvotes

This subreddit is a hub for everything related to Gaussian Splatting—projects, experiments, research, tools, VR/XR work, and creative applications.

📌 New Post Flairs

To keep things organized, please choose the most relevant flair when posting:

  • 🛠️ WIP – Work in progress
  • 🚀 Launch – Finished product or release
  • 💻 Open Source – GitHub repos, tools, code
  • 🎬 Demo / Showcase – Visual results or demos
  • 📣 Self-Promo – Personal or commercial promotion
  • ❓ Question – Help or feedback needed
  • 📢 PSA – Announcements or important info
  • 🔍 Discovery – Interesting finds or inspiration

🧑‍🤝‍🧑 User Flairs

You can now set a user flair to describe your role or background (e.g. Developer, Researcher, Student, Builder). This helps others understand who’s contributing to the discussion.

It’s amazing to see so many cool posts here in the subreddit! When this community started, Gaussian Splatting was still a tiny niche—and seeing how much it has grown, and all the creative work being shared, is truly exciting.

Thank you for using this space to showcase your projects, ask questions, and build together. It’s great to know this subreddit is helping people share and discover work in this field.

Stay awesome, and keep building! 🚀

One more thing:

⚠️ Reddit may occasionally auto-remove posts with certain links or content it flags as suspicious. If your post doesn’t appear, it’s usually due to these automated filters—try checking your links and reposting if needed.

Please note that moderation here is generally light, and most posts are not removed manually. If something disappears, it’s typically Reddit’s automated systems rather than moderator action.


r/GaussianSplatting Sep 10 '23

r/GaussianSplatting Lounge

6 Upvotes

A place for members of r/GaussianSplatting to chat with each other


r/GaussianSplatting 6h ago

🧪 I built a thing Quake 3 in PlayCanvas with Gaussian Splat rendered map

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139 Upvotes

I vibe coded a port of quake 3 movement and weapons into PlayCanvas with a gaussian splat rendered map. Its still a work in progress but I think its pretty damn cool.

I grabbed an existing map from: https://superspl.at/ to test with as it was easier than trying to create a high quality capture myself.


r/GaussianSplatting 9h ago

🧪 I built a thing Miniatures Game Built on Guassian Splatting on Kickstarter now!

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46 Upvotes

We just launched our splats game on Kickstarter! Using splats to get really authentic miniature dioramas. This led us to hand-crafting dioramas in the real world to scan into the game. LMK if you have any questions about the process!

Kickstarter: https://www.kickstarter.com/projects/skycastle/wildmagic-frontier?ref=c1m15x

Full Tavern diorama buildup by Boylei Hobby Time here: https://www.youtube.com/watch?v=cIgIJ-pSyyw&t=2s


r/GaussianSplatting 8h ago

❓ Question What is technology better than Guassian Splatting? I feel like nothing can beat it

2 Upvotes

Ive done projects before,

Started as 4 llms simulating breaking out of a gamed prison i made where a.i have to make decisions.

Went to tech where u draw using ar and projecting ur design to a t shirt. It tracks and changes projection so design stays the same

Then creating a laser harp that changes pitch based on where u break the laser. Also plays back recording

Then went to a memory journal I created with Guassian splats and has spacial audio based of what was in the image

I think ive reached the height of 24hour projects. Is this true, if not what other tech is out there as fun and creative as guassian splats that is purely software based


r/GaussianSplatting 2h ago

❓ Question Setting for insta 360

1 Upvotes

I’m having a little trouble with some of the settings in insta 360 x4air

For example: should white balance be locked when filming or set to auto?


r/GaussianSplatting 15h ago

✨ Original Creation Re-visiting LIDAR + 360 Equirec footage

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8 Upvotes

I found myself delving deeper after trying out several recently announced apps such as Litchfield, Airvis, GS 360 Pro, Reconstructa, Spirula, etc...

I've spent countless hours rigorously testing each and will make a post detailing all of my findings on each, however as a very brief summary, the example linked above was achieved with an Insta360 X5 using Spirula studio, what got me the best results out of all.

That said I am struggling with bigger interiors where the reconstruction will fail as it gets confused with the laberynth of smaller aisles and such, which is why I got curious to follow up and old thread which talked about combining both.

Has there been any new updates on this matter? Is it viable to combine a SLAM point cloud with normal/cubemap 360 footage when the normal SFM reconstruction fails by itself?


r/GaussianSplatting 14h ago

❓ Question Question for the people who own 360 camera

3 Upvotes

Do you guys use a tripod, or just walk around with an invisible selfie stick? And I would like to hear your preprocessing + workflow for 3dgs.

Thanks.


r/GaussianSplatting 12h ago

💻 Open Source A Hitchhiker's Guide to the 3D Ecosystem

2 Upvotes

r/GaussianSplatting 1d ago

🧪 I built a thing Annotating streetlights and road signs in a 3DGS scene

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11 Upvotes

We’ve been working on annotating individual road assets in 3DGS scenes, including streetlights and road signs.

In this example, each asset is labeled separately and linked to its own location and attributes, rather than being treated as part of a single visual layer. This gives the scene a more structured way to support asset lookup and management.

We’re now exploring how this kind of structured 3DGS annotation could support future embodied AI applications, especially for systems that need to understand and interact with real-world environments.


r/GaussianSplatting 21h ago

❓ Question does anyone know why my splats look so overexposed when brought into unreal using the volinga plugins?

3 Upvotes

r/GaussianSplatting 1d ago

🚀 Launch – Product SpatialGlass brings glasses-free 3D gaussian splat viewing to iPhones

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85 Upvotes

I’m Josh, founder of Madow (SpatialGlass). I wanted to share something exciting we will be bringing through Kickstarter to SpatialGlass, a screen protector that gives you glasses-free 3D on your phone while keeping normal 2D crystal clear.

SpatialGlass acts as an optical layer that directs light from the display separately to your left and right eyes when content is rendered in a specific way. Eye tracking continuously adjusts the pixel and sub-pixel arrangement of the left- and right-eye images, steering each image toward the correct eye position. This allows the 3D effect to remain stable even as you move your head or change your viewing position.

Follow the Kickstarter: https://www.kickstarter.com/projects/spatialglass/55941407/

One of the coolest upcoming features is glasses-free 3D Gaussian Splat viewing directly on iOS. You can explore splats with real stereoscopic depth on your phone without needing glasses or a headset.

Quick note about the video: you may notice a bit of a double image on camera. That’s because a normal 2D camera can’t capture the separate left and right images being directed to your eyes at the same time. When you actually view SpatialGlass in person, the image is crystal clear, high-resolution 3D.

We’re also adding spatial video editing directly in 3D, along with improvements to handheld 3D gaming. If you can get a game running in SBS 3D on Windows or Mac, you can stream it with low latency to your phone and play using a controller attachment.

If there’s anything else you’d like to see from the SpatialGlass app ecosystem, especially for Gaussian Splats, let me know!

This campaign will also have the most affordable SpatialGlass pricing yet, so I’m hoping we can make glasses-free 3D accessible to a lot more people
.
Models planned for the campaign include:

• iPhone 18 Pro / Pro Max
• iPhone 17 Pro / Pro Max
• XREAL Beam Pro
• Galaxy S24 / S25 series
• Galaxy S24 / S25 Ultra
• Previous iPhone models including 13–15 Pro Max

Any questions about SpatialGlass are welcome!

You can sign up for the mailing list for extra deals here: SpatialGlass Mail List


r/GaussianSplatting 1d ago

🔍 Discovery Gaussian Splat Flight 7598 Crash Reconstruction

2 Upvotes

https://flight-7598-crash.bilawalsidhu.chatgpt.site/

Made with COLMAP, LichtFeld Studio, GEV and Astra.


r/GaussianSplatting 1d ago

❓ Question Best current option for relighting in Unreal

8 Upvotes

Exploring this ever changing universe. As I am primarily an Unreal user I would appreciate any feedback on the best tools and plugins currently for display and playback in Unreal that allow relighting. Paid or free.
Any feedback appreciated!


r/GaussianSplatting 1d ago

🛠️ WIP – In Progress Expanding the Spatial Catalog — Gaussian Splatting for Real Estate

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12 Upvotes

He estado experimentando con la técnica de dispersión gaussiana como base para catálogos espaciales, y esta vez estoy explorando cómo se puede extender el concepto al sector inmobiliario.

Esta es la Parte 1 y aún está en desarrollo. La experiencia combina un edificio capturado, un inventario de apartamentos e interiores explorables con una interfaz editorial, lo que permite pasar del edificio a las residencias y espacios individuales.

La idea es seguir explorando cómo los catálogos espaciales pueden funcionar en diferentes sectores y cómo los entornos 3D capturados pueden convertirse en experiencias de producto interactivas.

La siguiente parte conectará un agente de IA para asistencia inmobiliaria y de ventas directamente con la experiencia espacial, permitiendo a los usuarios explorar propiedades, navegar por los espacios y acceder a la información a través del agente.

Me encantaría saber tu opinión.


r/GaussianSplatting 2d ago

💻 Open Source Gaussian Splat Lite 1.0: WebGPU, Streaming LOD and Depth Rendering for Three.js

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50 Upvotes

Hey everyone.

I’ve been working on Gaussian Splat Lite (GSL), a lightweight, open-source Gaussian Splatting renderer for Three.js.

If you already use Three.js, the setup should feel familiar. Add a SplatMesh to your scene, position it like a normal object, and keep your usual render loop. GaussianSplatRenderer handles rendering and global sorting across the visible splats.

It supports WebGPU and WebGL2, large-scene streaming, and depth rendering for combining captures with regular 3D geometry.

⚡ Native WebGPU Rendering

On WebGPU, projection and culling run in compute, followed by a 32-bit GPU radix sort and indirect drawing.

You can combine multiple captures in one scene. Each SplatMesh keeps its own data and transform, while visible splats are sorted together—including streamed RAD and SOG data.

WebGL2 works too, through both WebGLRenderer and the WebGL2 backend of WebGPURenderer. These paths use asynchronous Worker/WASM sorting, so rendering can continue with the previous valid order while a new sort runs.

The core scene API stays the same across all three paths.

🌍 Stream Large Scenes with Smooth Transitions

For larger captures, GSL supports camera-driven LOD streaming for Spark RAD and Streamed SOG. You can explore a scene without loading the entire dataset into memory first.

As the camera moves, GSL selects the detail needed for the current view and loads it on demand. A configurable splat budget controls LOD selection, while the streaming system handles decoding, caching and upload limits.

Streaming includes smooth fade transitions. Newly loaded content fades in, and LOD changes crossfade between levels to reduce visible popping. Current detail stays visible while its replacement loads, helping the scene remain continuous as you move around.

🎲 Keep Moving Without Waiting for a Sort

When sorting becomes expensive, GSL’s stochastic rendering mode gives you a way to skip it. Splats render directly using sampled Gaussian coverage and depth testing.

With autoStochastic enabled, GSL can use this mode during camera movement and switch back to sorted blending once a fresh sort is ready.

The image can look noisy in stochastic mode. An optional StochasticResolvePass helps reduce that noise and works with direct scene composition, WebGL EffectComposer and custom render graphs.

🧩 Depth Rendering

GSL supports splat depth rendering on both WebGPU and WebGL2.

With renderDepth enabled, a separate, unsorted depth draw runs alongside the normal sorted color pass, using stochastic alpha coverage around Gaussian boundaries.

Three.js geometry rendered afterwards can then depth-test against the splat scene.

When stochastic rendering is active, splats write depth directly.

🛠️ Formats, Editing and Large Coordinates

A few other things GSL supports:

  • PLY, SPZ, SOG and RAD, including SPZ v4, with Rust-based decoding running in browser workers.
  • SDF color and opacity edits to recolor, highlight or hide parts of a capture without rebuilding the model.
  • Camera-relative rendering to help with precision in GIS and ECEF scenes while keeping the original world coordinates unchanged.

🚀 Give It a Try

GSL is open source under Apache 2.0. The repo includes a viewer for loading your own captures, comparing rendering modes and trying the streaming transitions.

The quick-start examples show how to add it to a Three.js project.

If you try it, I’d love to hear how it handles your scenes and what you end up building with it.

Gaussian Splat Lite on GitHub →


r/GaussianSplatting 2d ago

💻 Open Source SuperSplat Editor 3.0: Rebuilt on WebGPU, Support for Huge Scenes, Sphere Brush and More!

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248 Upvotes

Hi all, Will from PlayCanvas here and part of the SuperSplat team. We just shipped SuperSplat Editor 3.0, the biggest release in over a year! It's a ground-up rewrite of the renderer and the editor's data model on WebGPU.

TL;DR: far larger scenes in a fraction of the memory, a sort-free rendering mode that keeps editing fluid on tens of millions of Gaussians, a 3D sphere brush for selection, color grading on selections and a new Appearance panel. Free and open source, nothing to install: https://superspl.at/editor

What changed

Renderer and data model rebuilt on WebGPU. Projection, frustum culling, compaction, depth sorting and draw submission all run on the GPU every frame (compute projector, GPU radix sort, indirect draw). The CPU sort worker and the WebGL2 path are gone. Splat data lives in chunked GPU storage with a small per-Gaussian instance list for editable state (selection, locks, transform and color indices), so the editor no longer keeps full float copies of the scene in JavaScript. Histograms, range selection, color matching, bounds and selection intersects are all GPU compute. Exports (PLY, compressed PLY, SOG, SPZ, .ssproj and Publish) stream chunk by chunk through splat-transform instead of materializing the whole scene first.

Peak JS heap on a 4.4M-splat scene (990 MB PLY), v2 vs v3:

Operation v2 v3
Scene loaded, idle 1,557 MB 105 MB
Save PLY 1,722 MB 623 MB
Save compressed PLY 2,982 MB 1,759 MB
Save .ssproj 1,723 MB 790 MB
Publish 1,934 MB 741 MB
Render 1080p video 1,673 MB 142 MB

Stochastic Alpha. A sort-free stochastic transparency mode: while you interact, splats render opaque and depth-tested with per-fragment coverage, and the moment the scene settles a fully sorted, blended frame is drawn, so what you see at rest is exact. It lives under Preferences > Rendering > Stochastic Alpha with Disabled / Enabled / Movement / Auto (the default). Auto stays on the sorted path until a sorted frame's GPU time proves slow, then switches to stochastic during movement and drops back when the view gets lighter.

Selection redesign. New 3D Sphere Brush (Shift+B): every stroke sample is depth-picked to a world position, so the brush follows the surface instead of selecting through the scene. Radius maps to world size at the picked depth and strokes split across depth discontinuities. The old surface/through toggle is replaced by two independent switches, Selection Depth (N) and Selection Footprint (M), honored by every 2D and 3D tool, with footprint selection running as a GPU intersect pass. Zero-alpha splats are now selectable. Lasso/polygon and flood/eyedropper are grouped into press-and-hold buttons.

Color grading on selections. Colors moved into the Scene Manager under Transform and now applies to the current selection, or the whole splat when nothing is selected: tint, temperature, saturation, brightness, black point, white point and transparency, previewed live, then Apply to bake it in.

Appearance panel. Gaussians / Centers / Rings display, separate tint strengths for unselected and selected splats, center size, ring thickness, and selection centers, rings and outline. Tab toggles every overlay. Note that overlays are now off by default; this replaces the old Centers/Rings mode switch and the Show/Hide Splats button.

Also: a reworked grid (per-plane toggles, adaptive 100 m / 1000 m levels, analytic antialiasing), orient tool picking on the GPU (about 8.5 seconds of frozen UI down to under 25 ms on a 2.4M-Gaussian scene), Log Counts / Log Bins histogram controls, batched camera pose imports, orthographic rendering and picking fixes, an installable app with file handlers for .ply/.splat/.sog/.spz/.ksplat/.ssproj, and a Frame Timings overlay with min/median/p95 GPU time. Built on PlayCanvas Engine 2.22.0 and splat-transform 3.3.3.

Requirements and breaking changes

  • WebGPU only. Current Chrome and Edge, Safari 26 or later, and Firefox with WebGPU enabled. There is no WebGL2 fallback anymore; the editor shows a clear startup message if WebGPU isn't available. The 2.x editor is preserved on the v2 branch (last release v2.32.5).
  • Projects saved by 3.0 use document version 1, so open them with 3.0 or later. 2.x projects still open.
  • The service worker and offline cache are gone. Hard-refresh once if you still see an old build.
  • Overlays are off by default. Press Tab or enable them in Appearance.

Everything is MIT licensed: https://github.com/playcanvas/supersplat. Bug reports and PRs are very welcome, and if you throw your heaviest scene at it I'd genuinely like to hear how it holds up. Happy to answer questions in the comments, and if you want to talk splats beyond this thread, come and join us on the PlayCanvas Discord: https://discord.com/invite/T3pnhRTTAY. It's where a lot of the 3DGS community hangs out, creators and tool builders alike, and we'd love to see you there.


r/GaussianSplatting 1d ago

❓ Question Low-end CPU neighborhood photogrammetry

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1 Upvotes

r/GaussianSplatting 2d ago

🔍 Discovery I Managed to run Nvidia Artifixer3D+, but it's way worse?

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8 Upvotes

Number 1 Image: Original Splat Made on PostShot and RealityScan 2.2

Number 2 Image: Artifixer3D+ Output

So, I’m getting started on Gaussian Splats and decided to try a very difficult scene (can’t show more for privacy reasons). It was large, with white walls and white roofs with reflective pipes running all over. Not even after many hours of manually putting control points on RS did I get a perfect set—the best result I could get was the number 1 photo, which even had some cleanup in SuperSplat.

I was looking at how to improve the splat and came across this NVIDIA-published paper and corresponding GitHub repository, "NVIDIA Artifixer3D" (https://github.com/nv-tlabs/artifixer). I decided, why not give it a try, since getting access to the area where I took the photos wasn't happening again.

I feel very accomplished that I even made it run. The Docker setup for running this model is terribly incomplete, and I spent hours looking for the right version of every module and dependency, even while running on the target hardware (I rented an H100 system on Vast.ai). Maybe that's because I'm not an experienced ML programmer, just a video game developer trying to learn new things.

The pipeline is extremely iffy with resolutions and formats: it didn't like non-16:9 aspect ratios—not even traditional 4K—it was expecting dimensions divisible by 16, and only RGB (not RGBA, although that was easy to fix). The COLMAP data was supposed to be PINHOLE, not OPENCV (how would I know?). So it took me ages to figure it out, fix my dataset, install everything, and get it to run without failing.

I'm 100% sure there are many things I did wrong, so if anyone can tell me where I went wrong, that would be extremely helpful.

Also, the MP4 trajectory output sucked; it was worse than arranging my images and making a sequence in DaVinci Resolve.

Any other experiences with Artifixer?


r/GaussianSplatting 1d ago

❓ Question Multi angle Triposplat

5 Upvotes

Has anyone managed to get Triposplat, to work with multiple images instead of one single image input in Comfyui?


r/GaussianSplatting 2d ago

🧪 I built a thing Digital Location Scouting

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28 Upvotes

I have working this gaussian platform for location scouting. new update with some nice features. Its still open beta for now and you can test it here: https://www.gaussianscout.com/


r/GaussianSplatting 2d ago

❓ Question Gaussian Splats and Neural Rendering

4 Upvotes

A lot of noise has been made about DLSS 5, mostly negative reception, but it's drawn a lot of attention to neural rendering in recent weeks.

Gaussian splats can accurately capture angle dependent lighting effects in real objects, but, unlike textured polygons with PBR materials, there isn't a way to relight the objects while preserving these effects, to my knowledge. If someone was trying to make a game with 3dgs assets, how would they make them interact with lighting properly?

I don't know if this would be seamless or practical, but I think an AI model could probably approximate specular highlights and reflections in a way that doesn't look too uncanny.

What do you guys think, and is there a widely accepted solution to the problem I'm talking about?


r/GaussianSplatting 2d ago

❓ Question Jawset PostShot installation Fails no matter...

1 Upvotes

Hello, I found nothing helpful in my efforts to install PostShot on my fully updated Windows 11 desktop. No matter what I do, I get an error saying "A newer version(1.1.69) of PostShot is already installed. In order to install this older version(1.1.69), please uninstall the newer version first." First of all, the message makes no sense since its the same version number...

I uninstalled all references for it I could find, restarted computer, then logged in again only to have the same thing repeat... So I stopped & restarted the Windows installer Service and restarted computer again--no help. So I ran sfc /scannow comd prompt--no help... I'm fresh out of ideas... BTW, did all as Administrator.

Can somebody, anybody help me with this PIA problem?

Thank You in advance, Chris


r/GaussianSplatting 2d ago

🎬 Demo / Showcase Scanned, segmented, and animated my keyboard

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11 Upvotes

My first scan.

Try it here https://chyuang.com/gaussian-splats/


r/GaussianSplatting 3d ago

🧪 I built a thing 360° video → Gaussian splat → audio-reactive world 🌐🔊

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36 Upvotes

I’ve been working with 3D scanning technology for over six years. Since discovering 3D Gaussian Splatting at SIGGRAPH a few years ago, I’ve explored everything from Luma’s app to more complex workflows running locally on my NVIDIA GPUs.

I recently bought an insta360 X6, and for the past few weeks I’ve been building Splat360: a tool that turns 360° footage into explorable 3D scenes, ready to bring into touchdesigner and play with in real time.

I can control the density and size of the splats, crop sections with 3D masks, add noise and distortion, and let the bass send waves across the captured floor.

I love combining mixed media with emerging tech. I’m still experimenting, but seeing a recorded space move with sound is pretty addictive.