one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

mechanism

Starting from sparse structure-from-motion points, each Gaussian stores position, anisotropic covariance, opacity, and view-dependent color as spherical harmonics. A differentiable tile-based rasterizer projects, depth-sorts, and alpha-blends the Gaussians; gradients from photo reconstruction error update parameters while adaptive density control splits, clones, and prunes Gaussians. Rendering needs no neural network at runtime, so it runs at real-time rates. Extensions attach physics directly to the Gaussians (PhysGaussian runs a Material Point Method on the kernels), stream level-of-detail on the web, and standardize the format in glTF.

limitations

  • Colors store captured radiance, so lighting is baked in; dynamic time of day, player-placed lights, and relighting are not supported by the base method.
  • Memory heavy: millions of Gaussians per scene and training peaks above 20 GB.
  • No collision geometry or semantics: gameplay needs separate meshes or proxies for physics and pathfinding.
  • Editing and stylizing splats is harder than editing meshes; tooling and a ratified interchange standard were still arriving in 2026.

relations

2 stored edges
affects

Decoration and beauty

Photoreal props and scenery can be captured from photos in under an hour of training instead of modeled and textured by hand, enlarging decor catalogs that beauty scores consume; lighting is baked into the capture.

Cuts authoring cost
affects

Soft-body deformation

PhysGaussian deforms captured objects with MPM directly on the rendered Gaussians, so a scanned real object can bend, dent, or flow without building a node-beam or finite-element mesh first.

Enables new form

backlinks

computed from other records

claims

5 with sources
c01high

Kerbl et al. (2023) reached real-time (30 fps or more) novel-view synthesis at 1080p with state-of-the-art visual quality and competitive training times.

src-kerbl-2023-3d-gaussian-splatting

c02medium

A full 3DGS scene trains in about 35 to 45 minutes versus about 48 hours for Mip-NeRF 360, but uses more memory than NeRF methods, with peak training memory over 20 GB, and shows popping and elongated-splat artifacts.

src-wikipedia-gaussian-splatting

c03medium

PhysGaussian simulates elastic, metal, non-Newtonian, and granular behavior directly on Gaussian kernels with an MPM solver, avoiding meshing so the simulated and rendered representation are the same.

src-xie-2023-physgaussian

c04high

Khronos released a KHR_gaussian_splatting glTF 2.0 extension as a release candidate on 2026-02-03 with contributors including Autodesk, Cesium, Esri, Niantic Spatial, and NVIDIA, expecting ratification in Q2 2026.

src-khronos-2026-gltf-gaussian-splatting

c05medium

Generated-world products export splats as their highest-fidelity format and render them in the browser (World Labs Marble with the Spark renderer).

src-worldlabs-2025-marble, src-worldlabs-2026-blog

sources

6
Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler (2023-08). 3D Gaussian Splatting for Real-Time Radiance Field Rendering. ACM Transactions on Graphics (SIGGRAPH 2023)
Wikipedia contributors (2026). Gaussian splatting. Wikipedia
Tianyi Xie, Zeshun Zong, Yuxing Qiu (2023-11). PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics.
World Labs (2025-11-12). Marble: A Multimodal World Model.
World Labs (2026-09). World Labs blog and news index.

provenance

runs in log/runs
2026-10-24
created2026-10-24-techniques-world-modelstechnique