2026-09-21 15:12

Finished implementing “3D Gaussian Splatting in a Weekend” in my renderer. It’s pretty fun, and there’s still a lot of room for improvement in the future.

I met a pretty funny “unintentionally artistic” bug at the end, so I posted this picture in the GP Discord server with the message “you call it a bug. Me? I call it non-photorealistic rendering” .

Someone immediately recognized that the issue was that all the splats looked opaque. Thanks to them, I was able to fix it quickly by adjusting the blending settings.

The above already looked pretty decent (nobody on the GP Discord even called out that I still had bugs), but you can see some weird blurriness. It turns out I computed the covariance matrix incorrectly, and after fixing it, I got the final correct result below.

Footnotes

  1. Skyrim Belethor reference
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