Gaussian Splat

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Revision as of 17:18, 19 October 2025 by AmasterAmaster (talk | contribs) (Added a danger note about known crashes using this feature. Added a link to the Gaussian Splat discussion on discord. Added a list of sites that help with viewing and editing Gaussian Splats.)
File:GaussianSplat.png
A Gaussian Splat

A Gaussian Splat is a volumetric 3D point cloud cluster Asset that looks like a regular Mesh from a distance, but may look more fuzzy up close. This provides more detail than regular triangles in traditional computer graphics, by using blobs in 3D space.

Keep in mind that depending on a user's PC specs, this type of asset can be incredibly heavy on performance.
There is a few noted issues with this feature:
  • There is a known bug in AMD drivers that will crash users when Gaussian Splats are in a world (Setting the settings to Very Low may temporary "solve" this): Issue #3899
  • Although rare, some Nvidia drivers will crash when heavier Gaussian Splats are in a world: Issue #5693

There is a discussion thread to this feature here on the Resonite Discord server: Gaussian Splats Discussion

Common Uses

Gaussian Splats are useful for applications and cases where you want:

  • Photo realistic environments or objects
  • Film sets & locations
  • Alternative 3D rendering techniques
  • Bringing in 3D scans

Some sites that allow for editing and viewing Gaussian Splats:

Importing

To import a Gaussian Splat asset, check Gaussian Splat Import for details.

Creating & Editing

This is the closest known tutorial for creating and importing Gaussian Splats into an engine (please ignore the unreal engine portion, every other part has information that helps with making the best possible Gaussian Splat).

TODO: Replace this video with a Resonite specific Tutorial for Gaussian Splats.

There is the Gaussian Splat Tool (That uses the GaussianSplatTool component), used for manipulating the shape of the Gaussian Splat itself.

Technical Details

Gaussian Splats take full advantage of Spherical Harmonics to apply color and lighting data when rendering into the world.

Examples

See Also