Gaussian Point Splatting

Journal Article (2026)
Author(s)

J.A. Rijsdijk (TU Delft - Electrical Engineering, Mathematics and Computer Science)

C.J. Peters (TU Delft - Electrical Engineering, Mathematics and Computer Science)

M. Weinmann (TU Delft - Electrical Engineering, Mathematics and Computer Science)

R. Marroquim (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Research Group
Computer Graphics and Visualisation
DOI related publication
https://doi.org/10.1145/3811272 Final published version
More Info
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Publication Year
2026
Language
English
Research Group
Computer Graphics and Visualisation
Journal title
ACM Transactions on Graphics
Issue number
4
Volume number
45
Article number
45
Pages (from-to)
1-11
Downloads counter
4
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Abstract

We propose Gaussian point splatting, a stochastic method to render Gaussian splats that scales extremely well to scenes with many Gaussians. Our core idea is to sample pixel-sized, opaque points from the Gaussians and to splat them to a framebuffer using 64–bit atomics. Through parallel programming primitives, we achieve an even distribution of the workload across millions of threads. Since these threads splat points independently, multiple points may splat to the same pixel. That makes it non-trivial to determine how many points should be splatted for a Gaussian or how they should be distributed to achieve the desired opacity. We successfully formalize and solve these problems, thus keeping our renders faithful to the original Gaussian splatting. To further accelerate our method, we employ hierarchical frustum and occlusion culling. Our method renders hundreds of millions of Gaussians in real time. The only differences compared to the original Gaussian splatting are slight noise and differences in aliasing.