Recommended resources
The freely available resources this lesson will direct you to.
- 3D Gaussian Splatting! - Computerphilewww.youtube.com
- TUM AI Lecture Series - The 3D Gaussian Splatting Adventure: Past, Present, Futur (George Drettakis)www.youtube.com
- [PDF] A Comparative Analysis of 3D Gaussian Splatting and the ... - IJIRTijirt.org
- A Survey on 3D Gaussian Splatting - arXiv.orgarxiv.org
In our last lesson, we navigated the intricate, high-performance machinery of the 3D Gaussian Splatting rasterization pipeline. You saw how a clever combination of tiling, high-speed sorting, and parallel alpha blending transforms a chaotic collection of millions of primitives into a photorealistic image in real time. This pipeline is a masterclass in systems-aware algorithm design.
Now, we turn from the "how" to the "why." The development of 3D Gaussian Splatting was not an isolated event; it was a direct and decisive response to the limitations of its predecessor, the celebrated Neural Radiance Field (NeRF). To truly appreciate the innovation of 3DGS, we must understand the landscape it reshaped.
This lesson will systematically compare and contrast these two landmark techniques in novel view synthesis. We will analyze their fundamental architectural differences and the practical trade-offs that emerge in terms of performance, memory, and flexibility. This comparison is essential for any graphics engineer or researcher, as it encapsulates a pivotal shift in the field from implicit, query-based models to explicit, rasterization-based ones.
The Foundational Dichotomy: Implicit vs. Explicit Representation
At the very core of the NeRF vs. 3DGS debate is the philosophical difference in how a 3D scene is represented in memory.
A Neural Radiance Field (NeRF) is an implicit representation. The geometry and appearance of the scene are not stored directly. Instead, they are encoded in the weights of a multilayer perceptron (MLP). The network acts as a continuous function that maps a 5D coordinate (position and viewing direction ) to a density and color .
To find out what exists at any point in space, you must query the network. There is no explicit list of objects or points. The entire scene is the network.
3D Gaussian Splatting (3DGS), by contrast, is an explicit representation. The scene is represented as a discrete collection of primitives—in this case, millions of 3D Gaussians. Each Gaussian has explicit, understandable properties stored directly in memory: a position , a covariance matrix (defining its shape and orientation), an opacity , and spherical harmonic coefficients for color.
To understand this distinction more formally, let's consult a survey paper on the topic.
A Survey on 3D Gaussian Splatting - arXiv.org
This paper provides clear, academic definitions of implicit and explicit radiance fields.
Read the three short subsections under section 2.1, "Radiance Field": "Implicit vs. Explicit". Pay close attention to the difference between Equation (1), where properties are the output of an MLP, and Equation (2), where they are retrieved from a DataStructure.
This fundamental difference in representation dictates everything that follows, most notably the rendering methodology.
Rendering Paradigm: Ray Marching vs. Rasterization
The choice between an implicit and explicit representation leads to two vastly different rendering algorithms.
NeRF, being a continuous volumetric function, must be rendered using volumetric ray marching. As we covered in Module 11, this involves:
- Casting a ray from the camera through each pixel.
- Sampling dozens or hundreds of points along that ray.
- Querying the MLP at each sample point to get its color and density.
- Integrating these samples along the ray using the volume rendering equation to compute the final pixel color.
This process is computationally expensive and inherently sequential along each ray, as the contribution of a sample depends on the transparency of all samples in front of it.

3DGS, with its explicit list of primitives, uses a differentiable rasterization approach, which you are now familiar with from our previous lesson. This process, rooted in traditional computer graphics, involves:
- Projecting all 3D Gaussians into 2D "splats" on the image plane.
- Sorting the splats based on tile ID and depth.
- Blending the splats from front to back for each pixel in parallel.
The key insight is that rasterization is a highly parallel problem that modern GPUs are specifically architected to solve with extreme efficiency. 3DGS was designed from the ground up to leverage this hardware.
3D Gaussian Splatting! - Computerphile
The Computerphile channel offers a great high-level explanation of this exact difference.
First, watch the brief review of how NeRF works. Then, watch the explanation of how Gaussian Splatting renders. The speaker does an excellent job contrasting NeRF's "shoot out a ray" approach with the "paint it on the pixels" rasterization of 3DGS, directly linking this to the performance difference.
A Systematic Comparison of Trade-offs
With the core differences in representation and rendering established, we can now systematically evaluate the trade-offs between NeRF and 3DGS across several critical axes. The following table provides a concise summary.

Let's dissect each of these points in more detail.
-
Rendering Speed: This is the most dramatic difference. NeRF's per-ray MLP evaluation makes real-time rendering extremely challenging, often taking seconds or even minutes per frame for high quality. 3DGS's rasterization-based approach is orders of magnitude faster, achieving real-time rates (over 100 FPS) on standard GPUs.
-
Training Time: NeRF training involves optimizing a large MLP over many epochs, which can take hours or even days. 3DGS optimizes a set of explicit parameters. While it still uses gradient descent, the process is much faster, often converging to high quality in under an hour.
TUM AI Lecture Series - The 3D Gaussian Splatting Adventure: Past, Present, Futur (George Drettakis)
George Drettakis, one of the 3DGS authors, provides concrete numbers on this performance gap in his lecture.
Watch the segment from the performance comparison. Notice the massive difference in both compute time (40 minutes for 3DGS vs. 48 hours for a NeRF variant) and rendering speed (FPS).
-
Storage Size: Here, NeRF has a distinct advantage. The implicit representation is very compact. The entire scene is stored in the MLP's weights, which typically amount to only 10-50 MB. In contrast, 3DGS must explicitly store the parameters for millions of Gaussians, resulting in a much larger memory footprint, often between 500 MB and 2 GB. This is a classic space-time tradeoff.
-
Hardware Requirements: Because 3DGS rendering relies on a well-understood rasterization pipeline (with no neural network evaluation at inference time), it can be deployed on a wider range of hardware, including web browsers and mobile devices. NeRF rendering generally requires a powerful GPU to handle the sheer volume of MLP queries needed for interactive (but still slow) visualization.
-
Editability: This is a crucial advantage for 3DGS in practical graphics pipelines. Since the scene is a collection of explicit objects (the Gaussians), you can directly manipulate them. Want to move a chair? Select the Gaussians that represent the chair and translate their positions. In NeRF, the chair is implicitly encoded in the network weights; moving it would require retraining the entire model or using complex secondary networks.
3D Gaussian Splatting! - Computerphile
The Computerphile video demonstrates this point perfectly.
Watch the section from "what's some fun stuff". The explanation of how you can simply "drag and drop" a tree in 3DGS, while it's impossible in NeRF without retraining, is a powerful illustration of this practical difference.
Critical Analysis: When Might NeRF Still Be Relevant?
The advantages of 3DGS in speed and editability are so profound that it has largely superseded NeRF for the task of novel view synthesis. However, a nuanced understanding requires considering where implicit representations might still hold value.
Question: Given that 3DGS is an explicit collection of disconnected "blobs," while NeRF is a continuous function, can you think of a task where the continuity of NeRF would be an advantage?
Think about what you can do with a continuous function that is difficult with a discrete set of points. For example, what if you wanted to extract a high-quality, continuous surface mesh from the representation, or simulate how light refracts through a volume?
The continuous nature of the NeRF function makes it theoretically more suitable for tasks requiring smooth, continuous geometric properties. While algorithms exist to extract meshes from both NeRFs (e.g., Marching Cubes on the density field) and 3DGS, the process is more native to the implicit formulation. For generative modeling, where the goal is to generate entirely new scenes, operating on a continuous latent space connected to an implicit function can also be more straightforward than generating a discrete set of millions of primitives.
TUM AI Lecture Series - The 3D Gaussian Splatting Adventure: Past, Present, Futur (George Drettakis)
In the Q&A of his talk, George Drettakis offers his expert take on this very question.
Listen to his response to the question about explicit vs. implicit representations for generative tasks, and his thoughts on the future of meshes versus splats from "where do measures fit in". His view is pragmatic: the right tool depends on the task.
Conclusion
In this lesson, we have conducted a detailed comparative analysis of Neural Radiance Fields and 3D Gaussian Splatting. You now understand that their dramatic performance differences are not arbitrary but are direct consequences of a fundamental design choice: implicit versus explicit scene representation.
Key Takeaways:
- Representation: NeRF is implicit, encoding a scene in the weights of an MLP that acts as a continuous 5D function. 3DGS is explicit, representing a scene as a list of millions of discrete 3D Gaussian primitives with stored properties.
- Rendering: NeRF uses slow, sequential volumetric ray marching that requires many MLP queries per pixel. 3DGS uses a fast, highly parallel differentiable rasterizer that leverages specialized GPU hardware.
- Core Trade-off: NeRF provides a compact representation (~50 MB) at the cost of slow training and rendering. 3DGS delivers real-time rendering and fast training at the cost of a large memory footprint (~1 GB).
- Flexibility: The explicit nature of 3DGS makes scenes easily editable, a significant advantage for integration into graphics engines and content creation workflows.
You are now equipped with a robust mental model of the strengths and weaknesses of both architectures. This understanding is the final piece of foundational knowledge you need before we tackle the original 3DGS paper itself.
Preview of the Next Lesson:
We will apply our formal research paper analysis framework to "3D Gaussian Splatting for Real-Time Radiance Field Rendering." We will deconstruct the paper into its core components: the precise problem it aims to solve, the mathematical and architectural innovations it introduces, and the experimental results it presents to validate its claims. This will be the capstone exercise of our deep dive into this revolutionary technique.