Neural Rendering — Technologies & Tricks

Updated July 2026 with 2025–2026 SOTA additions — new entries marked ★. Algorithm names link to their papers (arXiv / project page).

July 2026 · Updated Edition


Contents

  1. Foundations
  2. 3D Scene Representations
  3. NeRF Foundations
  4. NeRF Speed-ups and Variants
  5. 3D Gaussian Splatting (3DGS)
  6. 3DGS Variants
  7. Feed-Forward 3D from Images
  8. 3D Generation (Text/Image-to-3D)
  9. Avatars and Humans
  10. Dynamic / 4D Neural Rendering
  11. Inverse Rendering and Relighting
  12. Scene-Scale and Large Reconstruction
  13. Neural Rendering for Robotics / AV
  14. Neural SLAM
  15. Editing and Stylization
  16. Compression and Storage
  17. Differentiable Rendering Frameworks
  18. Neural Rendering for Content Creation
  19. Frontier 2025–2026
  20. Evaluation Metrics
  21. Production Stack 2026

1. Foundations

1.1 What is neural rendering?

The use of neural networks (or differentiable scene representations) to synthesize images from a 3D scene representation, with the rendering process itself being differentiable so that scene parameters can be optimized from images.

1.2 Forward vs inverse rendering

Forward rendering: scene + camera \(\to\) image (classical graphics).

Inverse rendering / scene reconstruction: images \(\to\) scene parameters. Neural rendering is dominated by inverse rendering: optimize a learned scene rep so that re-rendering matches the input photos.

1.3 Differentiable rendering

The rendering function \(\mathcal{R}(\theta)\) must be differentiable in \(\theta\) (scene parameters) for gradient-based optimization:

\[\theta^* = \arg\min_\theta \sum_i \left\| \mathcal{R}_i(\theta) - I_i \right\|_2^2 .\]

Foundation of every modern neural rendering pipeline.

1.4 The two paradigms (2026)

1.5 Why neural rendering matters

Key

The 2024 transition: 3D Gaussian Splatting replaced NeRF as the default for new projects due to real-time rendering and editability. The 2025 transition: feed-forward 3D from images (VGGT, MASt3R) is replacing classical SfM/MVS as the default geometry frontend.

2. 3D Scene Representations

2.1 Explicit representations

2.2 Implicit representations

2.3 Hybrid representations

2.4 3D Gaussian Splatting (3DGS) representation

Each Gaussian:

Typical scene: 1M–10M Gaussians.

2.5 Choosing a representation

Representation Render speed Memory Edit-friendly
NeRF (MLP) slow low no
Instant-NGP (hash) fast medium no
3D Gaussians real-time medium-high somewhat
Mesh real-time low yes
Voxel grid fast high yes
SDF medium low no

3. NeRF Foundations

3.1 The original NeRF (Mildenhall et al. 2020)

A scene is a function:

\[F_\Theta:\ (x, y, z, \theta, \phi) \mapsto (c, \sigma),\]

\(c \in \mathbb{R}^3\) color, \(\sigma \ge 0\) density. Implemented as an MLP. View dependence via direction \((\theta, \phi)\).

3.2 Volume rendering equation

Color along a ray \(r(t) = o + td\) from \(t_n\) to \(t_f\):

Key

\[C(\mathbf{r}) = \int_{t_n}^{t_f} T(t)\,\sigma(\mathbf{r}(t))\,c(\mathbf{r}(t), \mathbf{d})\,\mathrm{d}t, \quad T(t) = \exp\left( -\int_{t_n}^{t} \sigma(\mathbf{r}(s))\,\mathrm{d}s \right).\]

3.3 Discretization (alpha compositing)

Sample \(N\) points along ray; let \(\delta_i = t_{i+1} - t_i\):

\[\hat{C}(\mathbf{r}) = \sum_{i=1}^{N} T_i\,(1 - e^{-\sigma_i \delta_i})\,c_i, \quad T_i = \exp\left( -\sum_{j<i} \sigma_j \delta_j \right).\]

Equivalent to alpha compositing front-to-back with \(\alpha_i = 1 - e^{-\sigma_i \delta_i}\).

3.4 Loss

\[\mathcal{L} = \sum_{\mathbf{r}} \left\| \hat{C}(\mathbf{r}) - C(\mathbf{r}) \right\|_2^2 .\]

Just photometric MSE per ray. The whole pipeline trains end-to-end.

3.5 Positional encoding

\[\gamma(p) = \left[ \sin(2^k \pi p),\ \cos(2^k \pi p) \right]_{k=0}^{L-1} .\]

Without it, the MLP can't fit high-frequency detail (NTK low-frequency bias). Standard \(L = 10\) for spatial coords, \(L = 4\) for view directions.

3.6 Hierarchical sampling

  1. Coarse network \(N_c\) samples; produce weights \(w_i = T_i(1 - e^{-\sigma_i \delta_i})\).
  2. Sample \(N_f\) fine points from PDF \(\propto w_i\).
  3. Fine network evaluates at fine samples.
  4. Final color from combined fine samples.

3.7 View dependence

View direction \(d\) enters the MLP only at the final color head (after density). Forces density to be view-independent (correct geometry) while color can vary (specular, view-dependent shading).

3.8 Training and inference cost

Original NeRF: hours-to-days to train per scene; seconds-to-minutes per rendered image. Made unusable for production until faster methods.

4. NeRF Speed-ups and Variants

4.1 Instant-NGP (Müller et al. 2022)

Multi-resolution hash grid encoding:

Trains in seconds (5–30s for typical scenes); renders in milliseconds. The first practical NeRF for production.

4.2 Plenoxels (Yu et al. 2022)

No MLP; pure sparse voxel grid storing density + SH coefficients. Trillion-parameter scenes possible; trains in minutes.

4.3 TensoRF (Chen et al. 2022)

Decompose the radiance field grid into low-rank tensor components (CP or vector-matrix). Memory-efficient; trains in 30 minutes; comparable quality to NeRF.

4.4 DVGO

Direct voxel grid optimization with progressive scaling. Fast.

4.5 Mip-NeRF (Barron et al. 2021)

Anti-aliased NeRF: instead of sampling rays, integrate over conical frustums. Replaces positional encoding with integrated positional encoding (IPE):

\[\gamma_{\text{IPE}}(\mu, \Sigma) = \left[ \sin(2^k \pi \mu)\cdot e^{-\frac{1}{2}(2^k\pi)^2 \Sigma},\ \cos(\cdot)\cdot e^{-\frac{1}{2}(\cdot)\Sigma} \right].\]

High-frequency components attenuated where the frustum is large.

4.6 Mip-NeRF 360

Extension to unbounded scenes (360-degree captures). Non-linear scene contraction:

\[\text{contract}(x) = \begin{cases} x & \|x\| \le 1 \\ \left(2 - 1/\|x\|\right) x/\|x\| & \|x\| > 1 \end{cases} .\]

Plus distortion regularizer to discourage floaters.

4.7 Zip-NeRF

Combines Mip-NeRF anti-aliasing with Instant-NGP hash grids. Best of both worlds: fast + anti-aliased.

4.8 NeRF in the wild (Martin-Brualla et al.)

Handles transient objects + appearance variation in unconstrained photo collections (e.g., tourist photos of a landmark) via per-image latent codes.

4.9 NeRF survey table

Method Train time Render speed Use
NeRF (original) days sec/frame legacy
Instant-NGP seconds ms/frame fast NeRF default
Plenoxels minutes fast fully explicit
TensoRF minutes fast memory-efficient
Mip-NeRF 360 hours sec/frame best quality on bounded
Zip-NeRF hours ms/frame best quality + fast

5. 3D Gaussian Splatting (3DGS)

5.1 The breakthrough (Kerbl et al. SIGGRAPH 2023)

Replace volumetric MLP query + ray marching with explicit 3D Gaussians + differentiable rasterization. Realtime rendering (> 100 fps); training in minutes; competitive quality with Mip-NeRF 360.

5.2 Representation recap

Each Gaussian \(i\): \((\mu_i, R_i, S_i, \alpha_i, \text{SH}_i)\). Total 59 floats per Gaussian (with SH degree 3): position 3, quat 4, scale 3, opacity 1, SH 48.

5.3 Projection to 2D

Approximate the projected 3D Gaussian as a 2D Gaussian in screen space:

Key

\[\Sigma' = J W \Sigma W^\top J^\top,\]

where \(W\) is the world-to-camera linearization at \(\mu_i\), \(J\) is the Jacobian of the perspective projection. The z-dimension is collapsed.

5.4 Differentiable rasterization

Per pixel \(p\), depth-sort Gaussians intersecting the pixel, alpha-composite front-to-back:

\[C(p) = \sum_{i \in \mathcal{N}(p)} c_i(\mathbf{d})\,\alpha'_i \prod_{j<i}(1 - \alpha'_j), \quad \alpha'_i = \alpha_i \cdot \exp\left( -\tfrac{1}{2}(p - \mu'_i)^\top \Sigma'^{-1}_i (p - \mu'_i) \right).\]

Tile-based rasterization (\(16 \times 16\) pixel tiles) for parallelism.

5.5 Training loss

\[\mathcal{L}_{\text{3DGS}} = (1 - \lambda)\,\mathcal{L}_1 + \lambda\,\mathcal{L}_{\text{D-SSIM}}(\hat{I}, I), \quad \lambda \approx 0.2 .\]

\(\ell_1\) + structural similarity. Photometric only; no explicit geometry loss.

5.6 Adaptive density control

Periodically:

5.7 Initialization

Typically from SfM point cloud (COLMAP). Random initialization works for object-scale but slower convergence.

5.8 Properties that made 3DGS dominant

6. 3DGS Variants

6.1 Mip-Splatting

Anti-aliasing for 3DGS:

Resolves aliasing at varying view distances.

6.2 2D Gaussian Splatting (2D-GS)

Planar disks (zero-thickness Gaussians) with consistent normals. Better surface reconstruction; natural for mesh extraction.

6.3 Scaffold-GS

Anchor points predict "neural" Gaussians on the fly via small MLP. Memory \(\sim 5\times\) less than vanilla 3DGS at same quality. Used in CityGaussian for huge scenes.

6.4 Octree-GS

Hierarchical octree structure over Gaussians. Level-of-detail rendering; massive scenes feasible.

6.5 4D Gaussian Splatting / Deformable 3DGS

Time-dependent \(\mu(t), \Sigma(t)\) via:

Dynamic scenes (people moving, fluids, etc.).

6.6 SuGaR / Gaussian Frosting

Mesh extraction from optimized Gaussians. SuGaR: align Gaussians to a surface; extract via Poisson reconstruction. Frosting: bind Gaussians to mesh surface for hybrid render.

6.7 Relightable 3D Gaussians / GS-IR

Estimate per-Gaussian BRDF + lighting decomposition. Supports relighting under novel illumination. Decomposes into:

6.8 LightGaussian, CompGS, RDOGS

Compression: prune redundant Gaussians, quantize parameters, learned codebooks. \(\sim 10\times\) smaller storage with minimal quality loss.

6.9 Hierarchical 3DGS, CityGaussian, Octree-GS

City-scale / kilometer-scale reconstructions via:

6.10 PhysGaussian

Couples 3DGS with continuum mechanics (Material Point Method). Each Gaussian has physical properties; can simulate dynamics (deformation, fracture, fluids).

6.11 Variant comparison

Variant Highlight Use
3DGS (original) real-time + quality default
Mip-Splatting anti-aliased varying view distance
2D-GS surface-friendly mesh extraction
Scaffold-GS memory-efficient large scenes
4D-GS / Deformable dynamic video reconstruction
SuGaR / Frosting mesh extraction graphics pipeline integration
GS-IR / Relightable relighting VFX, AR
LightGaussian / CompGS smaller deployment
CityGaussian / Hierarchical city-scale VR worldbuilding
PhysGaussian physics simulation

7. Feed-Forward 3D from Images

7.1 The premise

Skip per-scene optimization: a single transformer forward pass from \(N\) images outputs 3D representation. The 2024–25 phase transition.

7.2 LRM (Large Reconstruction Model, Adobe 2023)

Single image \(\to\) triplane neural representation in one transformer pass. Trained on Objaverse + Objaverse-XL.

7.3 InstantMesh, MeshLRM

Variants producing meshes directly. Convert triplane to occupancy, marching cubes, refine.

7.4 TripoSR, CRM, SF3D, SPAR3D

Various small-model fast image-to-3D. Real-time on a single GPU.

7.5 GS-LRM, Long-LRM

Predict 3D Gaussians directly (not triplane \(\to\) Gaussians). Faster downstream rendering.

7.6 DUSt3R (Naver 2024)

Breakthrough idea: predict per-pixel 3D pointmaps from 2 images directly.

\[X_{1,1},\ X_{2,1} \in \mathbb{R}^{H \times W \times 3} \quad \text{(pointmaps in camera 1's frame).}\]

Camera intrinsics, extrinsics, depth, point cloud all decode from the pointmap predictions; matches between pixels are nearest neighbors in 3D.

7.7 MASt3R / MASt3R-SfM

DUSt3R + explicit feature heads for matching. MASt3R-SfM does global SfM via hundreds of pairwise predictions + global optimization. Matches COLMAP quality at \(\sim 100\times\) speed.

7.8 Spann3R, Splatt3R, NoPoSplat, Fast3R

Variants:

7.9 VGGT (Visual Geometry Grounded Transformer, Meta 2025)

Large transformer mapping unposed \(N\)-image set to depth + camera + per-pixel 3D in one forward pass. By 2025–26 the dominant feed-forward 3D model. Replaces COLMAP entirely for many use cases.

7.10 MoGe / MoGe-2

Metric-scale monocular geometry estimator. Removes affine ambiguity that classical mono-depth has. Single-image \(\to\) metric depth + intrinsics.

Key

The trend: classical SfM/MVS is being absorbed into feed-forward learned 3D. By 2027, COLMAP will be a fallback / refinement step, not a default. New 3DGS pipelines initialize from VGGT / MASt3R, not COLMAP.

8. 3D Generation (Text/Image-to-3D)

8.1 Optimization-based: SDS

Score Distillation Sampling (DreamFusion, Poole et al.): optimize a parametric scene \(\theta\) (NeRF or 3DGS) by passing renders through a frozen 2D diffusion teacher:

\[\nabla_\theta \mathcal{L}_{\text{SDS}} = \mathbb{E}_{t, \epsilon}\left[ w(t)\,(\epsilon_\phi(x_t, t, c) - \epsilon)\,\partial x/\partial\theta \right].\]

Slow (hours per scene). Janus problem (multi-face). Saturated colors.

8.2 Magic3D, ProlificDreamer (VSD)

Magic3D: two-stage (low-res NeRF \(\to\) high-res mesh). ProlificDreamer (VSD): replace noise target \(\epsilon\) with learned variational distribution; reduces mode collapse.

8.3 Multi-view diffusion

MVDream, ImageDream, Wonder3D, SyncDreamer, Zero123, Zero123++, Stable Zero123: train a 2D diffusion model that generates multiple consistent views of an object from one input image (or text). Use multi-view outputs to optimize 3D representation. Dramatically reduces SDS Janus problem.

8.4 Native 3D diffusion (the 2025 wave)

Diffuse directly in a 3D latent space (sparse-voxel + structural latents in Trellis; volumetric in CLAY; etc.). Fast (seconds), high quality, no SDS overhead.

8.5 Mesh generation Transformers

MeshGPT, MeshXL, MeshAnything, MeshAnything V2, EdgeRunner, BPT: autoregressive face-vertex prediction; native mesh topology output without isosurface extraction.

8.6 Comparison

Method Time per asset Quality
DreamFusion (SDS) hours medium; Janus issues
ProlificDreamer (VSD) hours better than SDS
Multi-view diffusion + 3D opt 10–30 min much better
LRM family (feed-forward) seconds medium-high
Trellis / Hunyuan3D-2 (native) seconds high
MeshGPT (autoregressive) minutes native mesh; hard surfaces

9. Avatars and Humans

9.1 Photoreal facial avatars

9.2 Body models

9.3 Audio / image-driven animation

9.4 Pose-driven character animation

AnimateAnyone, MimicMotion, Champ, MagicAnimate: drive a static character with a pose video. Standard for short-form content creation.

9.5 Avatar pipeline pattern (2026)

  1. Capture: short video (or multi-view scan).
  2. Track: 3D head/body via SMPL-X or template.
  3. Build: 3DGS avatar bound to template.
  4. Animate: drive via audio (EMO) or pose sequence.
  5. Render: real-time.

10. Dynamic / 4D Neural Rendering

10.1 Dynamic NeRF lineage

10.2 4D Gaussian Splatting

Time-dependent Gaussian parameters:

10.3 Plane-based 4D

10.4 Free-viewpoint video

End-to-end pipelines: Multi-view video \(\to\) 3D scene \(\to\) any new viewpoint. Use cases: sports, concerts, telepresence.

10.5 Trade-offs

11. Inverse Rendering and Relighting

11.1 The decomposition problem

From images, recover:

Ill-posed; many decompositions explain same images. Strong priors needed.

11.2 NeRD, NeRF-OSR, NeRO, PhySG

Methods that decompose NeRF into shape + BRDF + lighting. PhySG uses spherical Gaussians for environment lighting.

11.3 Relightable 3D Gaussians, GS-IR

3DGS with per-Gaussian BRDF + scene-level lighting. Render under novel illumination at inference.

11.4 Material decomposition challenges

11.5 Environment lighting estimation

11.6 Use cases

VFX (insert objects with consistent lighting), AR (light virtual objects with real env), product visualization.

12. Scene-Scale and Large Reconstruction

12.1 Block-NeRF (Tancik et al.)

Decompose city-scale scene into blocks; train per-block NeRF; composite at render time. SF / Mission Bay results showed feasibility.

12.2 Mega-NeRF

Multi-NeRF for large scenes; spatial partitioning + visibility prediction.

12.3 CityGaussian, Hierarchical 3DGS, Octree-GS

3DGS variants for kilometer-scale scenes:

12.4 Aerial / drone reconstruction

Specialized pipelines for aerial photography. Photogrammetry replacement using neural rendering.

12.5 Storage challenges

Kilometer-scale scenes: GBs to TBs of Gaussian data. Compression (LightGaussian, CompGS) essential. Streaming protocols emerging.

13. Neural Rendering for Robotics / AV

13.1 Why neural rendering for AV?

Closed-loop simulation: re-render real driving log under perturbed trajectories. Train policies in counterfactual scenarios that never occurred.

13.2 Driving-specific systems

13.3 Cosmos (NVIDIA 2025)

General world-model platform combining video diffusion + autoregressive variants for robotics + AV simulation. Action-conditioned video generation as learned simulator.

13.4 Indoor / robotics

13.5 Replacing classical simulators?

Classical sims (CARLA, Isaac Sim) still dominate physics; neural simulators win on visual realism. Hybrid systems combine: physics from classical, visuals from neural.

14. Neural SLAM

14.1 Why neural SLAM?

SLAM (Simultaneous Localization And Mapping) traditionally produces sparse maps. Neural SLAM produces dense, photorealistic maps end-to-end with localization.

14.2 NeRF-based SLAM

14.3 Gaussian Splatting SLAM (2024 wave)

14.4 Pipeline

  1. Track current frame against existing map.
  2. Update map with new view: insert new Gaussians where coverage is poor; refine existing.
  3. Loop closure (optional): detect revisited locations; correct drift.
  4. Continuously render the photorealistic map.

14.5 Trade-offs vs classical SLAM

14.6 Production deployment

Still emerging; ARKit / ARCore use classical SLAM. Niantic's Lightship VPS uses learned features + classical structure. Neural SLAM mostly research / VFX through 2026.

15. Editing and Stylization

15.1 NeRF editing

Hard because the representation is implicit:

15.2 3DGS editing (much easier)

15.3 Style transfer

15.4 Object insertion / removal

15.5 Text-to-edit

16. Compression and Storage

16.1 NeRF compression

16.2 3DGS compression

16.3 Mesh extraction for storage

3DGS or NeRF \(\to\) mesh + textures = standard graphics asset, much smaller than primitive data. SuGaR / Gaussian Frosting / NeuS for extraction.

16.4 Streaming

For city-scale scenes: stream visible blocks based on viewport. Hierarchical level-of-detail. Web-friendly formats emerging.

17. Differentiable Rendering Frameworks

17.1 General-purpose differentiable rendering

17.2 NeRF / radiance-field frameworks

17.3 3DGS frameworks

17.4 3D generation frameworks

17.5 Choosing a stack (2026)

18. Neural Rendering for Content Creation

18.1 Photogrammetry replacement

Traditional photogrammetry: photos \(\to\) point cloud \(\to\) mesh. Neural rendering: photos \(\to\) scene \(\to\) render directly. Higher fidelity, faster pipeline, fewer artifacts on reflective / transparent surfaces.

18.2 VFX / Film

18.3 Game asset generation

18.4 AR/VR worldbuilding

18.5 E-commerce / product viz

18.6 Real estate / Tourism

19. Frontier 2025–2026

19.1 Native 3D diffusion mainstream

Trellis, Hunyuan3D-2, CLAY, Direct3D produce commercial-grade 3D assets in seconds. Replaces SDS for production.

19.2 VGGT-class feed-forward 3D

COLMAP being eclipsed; new pipelines initialize 3DGS from VGGT / MASt3R outputs. SfM as a refinement step, not a default.

19.3 Real-time 4D

4D Gaussian Splatting at interactive rates. Volumetric video for AR/VR (Apple, Meta).

19.4 Physics-aware 3DGS

PhysGaussian, Spring-Gaus, GaussianSplashing: combine 3DGS with continuum mechanics for simulated dynamics.

19.5 Neural materials

Beyond simple BRDF: learned per-Gaussian material networks; per-point neural shaders.

19.6 Generative city-scale

Combine native 3D diffusion + scene-scale 3DGS for procedurally-generated cities. Early but emerging (CityDreamer, SceneDreamer).

19.7 Multimodal scene reasoning

19.8 Open research questions

20. Evaluation Metrics

20.1 Image quality

20.2 Geometry quality

20.3 Novel-view synthesis benchmarks

20.4 3D reconstruction benchmarks

20.5 Generation benchmarks

21. Production Stack 2026

Use case Default approach Notes
Object scan to render 3DGS via Polycam / Luma / gsplat Phone capture viable
Scene scan to AR/VR 3DGS + scene compression Apple Vision Pro support
Photoreal asset gen Trellis / Hunyuan3D-2 Seconds per asset
Mesh game asset Trellis → MeshLRM, or MeshGPT Game-ready
Avatar (face) Codec Avatars / Gaussian Avatars Per-subject scan
Avatar (audio-driven) EMO / Live Portrait / Audio2Photoreal 2D-aware portrait
Body avatar 4D-Humans / GauHuman + SMPL-X Full-body
Dynamic scene 4D-GS / Deformable 3DGS Video reconstruction
City-scale rendering Hierarchical 3DGS / CityGaussian Streaming + LoD
AV simulator Cosmos / EmerNeRF / OmniRe Closed-loop sim
Robotics simulator Isaac + neural texture / Cosmos Hybrid physics + visuals
Neural SLAM MonoGS / SplaTAM (research) Classical SLAM still production
Geometry frontend VGGT / MASt3R-SfM (vs COLMAP) Faster + better
Monocular depth Depth Anything v2 / Marigold / MoGe-2 Foundation models
Compression LightGaussian / CompGS \(10\times\) smaller
Web deployment gsplat + SuperSplat / Brush Browser-friendly

Key

★ 2026 SOTA update — feed-forward 3D

Key

★ 2026 SOTA update — gaussian advance

Key

★ 2026 SOTA update — real-time

Key

★ 2026 SOTA update — relightable/material

Key

★ 2026 SOTA update — 3D generation

Appendix A: Twenty-Five Things to Know

  1. Volume rendering equation (Mildenhall NeRF): \(C(\mathbf{r}) = \int_{t_n}^{t_f} T(t)\,\sigma(\mathbf{r}(t))\,c(\mathbf{r}(t), \mathbf{d})\,\mathrm{d}t\).
  2. Discretization: \(\hat{C} = \sum T_i(1 - e^{-\sigma_i \delta_i})\,c_i\).
  3. Positional encoding: \(\gamma(p) = [\sin(2^k \pi p),\ \cos(2^k \pi p)]\).
  4. Hierarchical sampling (coarse + fine).
  5. Instant-NGP hash grid: trains in seconds.
  6. Mip-NeRF integrated PE for anti-aliasing.
  7. Mip-NeRF 360 scene contraction.
  8. 3DGS representation: \((\mu, R, S, \alpha, \text{SH})\) per Gaussian.
  9. 3DGS projection: \(\Sigma' = J W \Sigma W^\top J^\top\).
  10. 3DGS rasterization: alpha-composite front-to-back.
  11. 3DGS loss: \((1 - \lambda)\,L_1 + \lambda\,\text{D-SSIM}\).
  12. Adaptive density control: clone / split / prune / opacity reset.
  13. 3DGS variants: Mip-Splatting / 2D-GS / Scaffold-GS / 4D-GS / SuGaR / GS-IR / LightGaussian.
  14. DUSt3R pointmap formulation.
  15. VGGT: dominant feed-forward 3D in 2025.
  16. MoGe-2: metric monocular geometry.
  17. DreamFusion SDS gradient.
  18. ProlificDreamer VSD reduces Janus.
  19. Trellis / Hunyuan3D-2 native 3D diffusion (2025 wave).
  20. MeshGPT autoregressive mesh generation.
  21. EMO / Live Portrait audio-driven portrait.
  22. GS-SLAM family: MonoGS, GS-SLAM, SplaTAM.
  23. Cosmos: NVIDIA neural simulator.
  24. Nerfstudio + gsplat are the standard research frameworks.
  25. Eval: PSNR / SSIM / LPIPS for image; Chamfer for geometry.

Appendix B: Decision Tree — "Which Neural Rendering?"

  1. Real-time render needed? → 3D Gaussian Splatting (Mip-Splatting variant).
  2. Best photometric quality, render speed less critical? → Mip-NeRF 360 / Zip-NeRF.
  3. Few-second training, decent quality? → Instant-NGP.
  4. Single image to 3D asset? → Trellis / Hunyuan3D-2 (native 3D diffusion).
  5. Multi-image to 3D, no SfM available? → VGGT / MASt3R-SfM (feed-forward).
  6. Dynamic scene (people, fluids)? → 4D-GS / Deformable 3DGS.
  7. Need mesh extraction (graphics pipeline)? → SuGaR / Gaussian Frosting or 2D-GS.
  8. Relighting needed? → Relightable 3D Gaussians / GS-IR (early).
  9. Avatar (face)? → Gaussian Avatars / Codec Avatars.
  10. City / kilometer scale? → CityGaussian / Hierarchical 3DGS.
  11. AV closed-loop simulation? → Cosmos / EmerNeRF / OmniRe.
  12. Edit a captured scene with text? → GaussianEditor / Instruct-NeRF2NeRF.

Appendix C: Year-by-Year Milestones