SIGGRAPH 2026 · ACM Transactions on Graphics
Gaussian Point Splatting
Delft University of Technology
Summary
We propose Gaussian point splatting, a stochastic method for rendering massive 3DGS scenes. By sampling pixel-sized opaque points from Gaussians in view, splatting them via 64-bit atomics, and applying stochastic transparency, we eliminate the need for both sorting and tile-based rendering. Our approach distributes workload evenly across GPU threads, enabling the real-time display of hundreds of millions of Gaussians efficiently.
Key Ideas
Point Splatting
Our method samples pixel-sized opaque points from Gaussians in view independently and identically, and splats them via 64-bit atomics. This allows us to eliminate the need for both sorting and tile-based rendering, which are bottlenecks in traditional 3DGS pipelines. With enough samples per pixel, this stochastic approach converges to the same result as deterministic methods.
Workload Distribution
Each frame, we compute a number of points to splat per Gaussian, depending on its opacity and size in view. This number can range from a single point to millions of points per Gaussian. By handling this naively, we would end up with a highly uneven workload unsuited for modern GPU architectures. Instead, we use parallel programming primitives to map the list of point counts per Gaussian to a list of Gaussian ids to splat per thread. This way, we obtain a perfect workload distribution, where each thread can read this list to know exactly for which Gaussian to splat a point.
Opacity Correction
Perhaps surprisingly, splatting points sampled from Gaussian distributions directly does not produce the correct result. As points are sampled identically and independently, they may collide on the same pixel, leading to an underestimation of the true opacity. We derive a formulation for the desired effective opacity that ensures that the probability of splatting no points to a pixel is exactly 1 minus the true opacity of the Gaussian at that pixel.





Comparisons
Supplemental Videos
Related Work
We thank Marc Levoy for pointing out similarities to prior work that also uses points to render large datasets, notably QSplat.
Acknowledgments
This work was supported by the Dutch Research Council (NWO) under the project VR Retrofit-4U (Grant ID: 10.61686/EIHMV70145).
The large-scale scenes used in our teaser and evaluations were provided by Andrii Shramko (Teleportour).
We also thank the authors of prior work for the remaining scenes: Tanks and Temples, Mip-NeRF, and Deep Blending.
Citation
If you find this work useful, please cite:
@article{Rijsdijk2026GaussianPointSplatting,
title = {Gaussian Point Splatting},
author = {Rijsdijk, Joris and Peters, Christoph and Weinmann, Michael and Marroquim, Ricardo},
journal = {ACM Trans. Graph.},
volume = {45},
number = {4},
publisher = {Association for Computing Machinery},
year = {2026},
doi = {10.1145/3811272}
}





