Gaussian Splatting is a technique for rendering high-quality 3D scenes at high speed by placing a large number of 3D Gaussian distributions in space and using them as the basis for image generation. In the provided context, the term appears in a 2026 LACMA artwork explanation related to John Gerrard’s 《SPIRITS (Summer Solstice)》. Based on that source, it is presented as a rendering method relevant to the depiction of digital artworks and 3D environments.
The essential idea, as stated in the context, is to represent a scene not only through discrete points or polygonal geometry, but through many Gaussian elements distributed throughout space. From the available material, its purpose is to enable efficient rendering while maintaining high visual quality in complex 3D scenes. The context does not provide technical details about the algorithm, its development history, or comparisons with other rendering methods, so this definition is limited to what is explicitly supported by the source passages.