<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Posts on blog.schwa.io</title><link>http://blog.schwa.io/posts/</link><description>Recent content in Posts on blog.schwa.io</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Thu, 09 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="http://blog.schwa.io/posts/index.xml" rel="self" type="application/rss+xml"/><item><title>MetalSprocketsGaussianSplats</title><link>http://blog.schwa.io/posts/metalsprockets-gaussian-splats/</link><pubDate>Thu, 09 Apr 2026 00:00:00 +0000</pubDate><guid>http://blog.schwa.io/posts/metalsprockets-gaussian-splats/</guid><description>&lt;p&gt;This post is a walkthrough of &lt;a href="https://en.wikipedia.org/wiki/3D_Gaussian_splatting"&gt;3D Gaussian Splatting&lt;/a&gt; (3DGS) and my Swift/Metal implementation, &lt;a href="https://github.com/schwa/MetalSprocketsGaussianSplats"&gt;MetalSprocketsGaussianSplats&lt;/a&gt;. In this post, I cover what splats are, how they&amp;rsquo;re generated, the various on-disk file formats, and the &amp;ldquo;standard&amp;rdquo; 3DGS rendering pipeline. I assume you&amp;rsquo;re somewhat comfortable with 3D graphics but haven&amp;rsquo;t worked with Gaussian splats before.&lt;/p&gt;
&lt;h2 id="what-are-3d-gaussian-splats"&gt;What Are 3D Gaussian Splats?&lt;/h2&gt;
&lt;p&gt;I like to oversimplistically describe a 3D Gaussian Splat (3DGS) as a &amp;ldquo;fancy point cloud.&amp;rdquo; They&amp;rsquo;re a computer graphics technique for representing and rendering 3D scenes, and unlike meshes or &lt;a href="https://en.wikipedia.org/wiki/Voxel"&gt;voxels&lt;/a&gt;, they can produce photorealistic results from real-world captures without ever defining a single triangle.&lt;/p&gt;</description></item></channel></rss>