Explore Gaussian Splatting for photorealistic 3D scene reconstruction. Learn how it enables real-time rendering and integrates with Ultralytics YOLO26 for vision.
Gaussian Splatting is a modern rasterization technique used in computer graphics and computer vision to reconstruct photorealistic 3D scenes from a set of 2D images. Unlike traditional 3D modeling that relies on polygon meshes, or recent AI advancements like Neural Radiance Fields (NeRF) that use neural networks to approximate a scene, Gaussian Splatting represents a scene as a collection of millions of 3D Gaussian distributions (ellipsoids). This method allows for real-time rendering at high frame rates (often exceeding 100 FPS) while maintaining exceptional visual fidelity, solving a major performance bottleneck found in previous view synthesis methods.
The core idea revolves around representing 3D space explicitly rather than implicitly. In a typical workflow, the process begins with a sparse point cloud generated from a set of photos using a technique called Structure from Motion (SfM). Each point in this cloud is then initialized as a 3D Gaussian.
During the training process, the system optimizes several parameters for each Gaussian:
The term "splatting" refers to the rasterization process where these 3D Gaussians are projected—or "splatted"—onto the 2D camera plane to form an image. This projection is fully differentiable, meaning standard gradient descent algorithms can be used to minimize the difference between the rendered image and the original ground-truth photo.
While both techniques aim to generate novel views of a scene, they differ fundamentally in architecture and performance. NeRF (Neural Radiance Fields) encodes a scene within the weights of a neural network. Rendering a NeRF requires querying this network millions of times for every single frame (ray marching), which is computationally expensive and slow.
In contrast, Gaussian Splatting uses an explicit representation (the list of Gaussians). This allows it to utilize efficient tile-based rasterization similar to how video games render graphics. Consequently, Gaussian Splatting is significantly faster to train and render than NeRFs, making it more viable for consumer applications and real-time inference.
The speed and quality of Gaussian Splatting have opened new doors in various industries:
For Gaussian Splatting to work effectively, the training images usually need to be static. Moving objects (like pedestrians or cars) in the source photos can cause artifacts called "floaters." Advanced pipelines use instance segmentation to automatically mask out these dynamic elements before training the splat model.
The Ultralytics Platform allows teams to manage datasets and train models that can assist in this preprocessing phase. Here is how one might use a segmentation model to create masks for a dataset intended for 3D reconstruction:
from ultralytics import YOLO
# Load the YOLO26 segmentation model
model = YOLO("yolo26n-seg.pt")
# Run inference on an image from the scan dataset
# Class 0 is 'person' in COCO - we mask them out to keep the scene static
results = model.predict("scan_frame_001.jpg", classes=[0])
# Save the generated mask to exclude the person from the 3D reconstruction
for result in results:
result.save_masks("scan_frame_001_mask.png")
Gaussian Splatting represents a shift in computer vision towards hybrid methods that combine the learnability of Deep Learning with the efficiency of classic computer graphics. This technique is rapidly evolving, with researchers exploring ways to compress the file sizes (which can be large) and integrate it with generative AI to create 3D assets from text prompts. As hardware accelerators like GPUs continue to improve, Gaussian Splatting is likely to become the standard for capturing and rendering the real world in digital form.