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Ben Houston's Website · Aug 17, 2026

How to Use Three.JS's new Native Gaussian Splats

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Ben Houston · Ben Houston

The upcoming Three.js r186 release adds native 3D Gaussian Splatting support, and it's a big deal: splats have been usable in Three.js for a while through community add-ons, but now they're a first-class citizen of the engine, with a built-in mesh type and loaders for the major formats.

I covered the underlying technical details in an earlier post, Adding Native Gaussian Splatting Support to Three.js. This one is the practical companion: what Gaussian Splats are good for, how to load and render one in a few lines of code, which file format to pick, and how to go from a real-world capture to a splat you can drop into a Three.js scene.

Gaussian Splats#

A Gaussian Splat is a point cloud where every point is a fuzzy, oriented, colored 3D ellipsoid (a "splat") instead of a hard vertex. Render thousands to millions of them, sorted back-to-front, and they blend into a photorealistic image, without any of the meshing, UV unwrapping, or material baking that traditional surface reconstruction needs.

That makes splats a great fit for capturing real-world objects and scenes and showing them in high fidelity, especially subjects that are hard to model by hand: foliage, fur, reflective or translucent surfaces, cluttered rooms, museum artifacts. Because a splat is built directly from photos rather than a hand-authored mesh, the result looks like the source material with a fraction of the traditional reconstruction work, and once it's loaded you treat it like any other object in your Three.js scene: sorted and shaded fresh each frame.

Tomatoes Gaussian Splat rendered in Three.js

There is a scale limit worth knowing up front, though: GaussianSplat is built for a single captured object or a room-scale scene, not an entire city block. It has no level-of-detail (LOD) streaming and no spatial segmentation or culling, so a city-scale capture or a multi-gigabyte splat cloud needs tiling or reduction by hand before it will run smoothly. Large-scene tooling can sit on top of this foundation later, and I go into that groundwork in the implementation post.

Loading an SPZ file#

Here's the whole pipeline, start to finish: load a .spz file, wrap it in a mesh, and render it.

import * as THREE from 'three/webgpu';
import { SPZLoader } from 'three/addons/loaders/SPZLoader.js';
import { GaussianSplat } from 'three/addons/objects/GaussianSplat.js';

const renderer = new THREE.WebGPURenderer();
await renderer.init();

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.set( 0, 0.3, 2 );

// 1. Load the splat data
const splatGeometry = await new SPZLoader().loadAsync( 'model.spz' );

// 2. Wrap it in a mesh and add it to the scene
const splats = new GaussianSplat( splatGeometry );
scene.add( splats );

// 3. Render as usual. The mesh sorts itself every frame by default.
renderer.setAnimationLoop( () => {

	renderer.render( scene, camera );

} );

That's really all there is to it: one loader call, one new GaussianSplat( geometry ), and a scene.add(). Because GaussianSplat extends THREE.Mesh, it composes with the rest of the scene graph just like any other object, so transforms, visible, and raycasting groups all work the way you'd expect.

One requirement to keep in mind: GaussianSplat needs WebGPURenderer. The renderer is built from TSL nodes plus compute shaders for the depth sort, so make sure both three/webgpu and three/tsl resolve in your import map.

Picking a file format#

Splats come in several file formats depending on where they were captured or exported, and Three.js ships five loaders to cover them. All five produce the same internal BufferGeometry shape (position, covariance, color, and optional packed sphericalHarmonics1..3 attributes), so whichever loader you use, GaussianSplat consumes the result identically:

LoaderExtensionNotes
SPZLoader.spzRecommended. Niantic's compact format. v4 is zstd-compressed and streamed section-by-section: smallest files and fastest to load. Also reads legacy v1–v3 (gzip).
GaussianSplatPLYLoader.plyMost interoperable. Native output of the original 3D Gaussian Splatting research code and most training/cleanup tools, so this is the format you receive most often. Uncompressed and per-vertex text/binary, large on disk and slow to load compared to .spz.
KSPLATLoader.ksplatFormat used by the GaussianSplats3D viewer. Useful if you already have assets from that pipeline.
SPLATLoader.splatOriginal fixed 32-byte-per-splat format (antimatter15/splat). Uncompressed, easy to generate, large on disk.
GLTFGaussianSplatLoaderExtension.gltf / .glbImplements the KHR_gaussian_splatting glTF extension, so splats can travel inside a normal glTF asset alongside meshes, cameras, and animations.

If you get to choose the format, use SPZ version 4 for viewers: it gives you the smallest transfer size and the fastest parse.

Loading PLY splats#

Splats also often arrive as .ply files, since that's the native output of the original 3D Gaussian Splatting research code and of many training and cleanup tools. GaussianSplatPLYLoader handles them, following the same pattern as SPZLoader and SPLATLoader:

import { GaussianSplatPLYLoader } from 'three/addons/loaders/GaussianSplatPLYLoader.js';
import { GaussianSplat } from 'three/addons/objects/GaussianSplat.js';

const splatGeometry = await new GaussianSplatPLYLoader().loadAsync( 'point_cloud.ply' );
scene.add( new GaussianSplat( splatGeometry ) );

This is the right loader to reach for when a splat only exists as a raw .ply export.

Loading glTF splats#

If your splat is embedded in a glTF file, there's one extra setup step. Because GaussianSplat needs WebGPURenderer, GLTFLoader doesn't register the glTF splat plugin for you automatically, so you register it yourself:

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { GLTFGaussianSplatLoaderExtension } from 'three/addons/loaders/GLTFGaussianSplatLoaderExtension.js';

const loader = new GLTFLoader();
loader.register( ( parser ) => new GLTFGaussianSplatLoaderExtension( parser ) );

const gltf = await loader.loadAsync( 'scene.gltf' );
scene.add( gltf.scene ); // splat primitives arrive as GaussianSplat instances

With that registered, a mesh primitive using KHR_gaussian_splatting loads as a GaussianSplat (or a Group of them, for multi-primitive meshes) and lands in the returned scene graph like any other glTF node, mixed in alongside regular meshes, cameras, and animations if the file has them.

Loading SPLAT and KSPLAT files (legacy formats)#

SPLATLoader and KSPLATLoader exist mainly for legacy compatibility, covering assets and pipelines built around antimatter15/splat and the GaussianSplats3D viewer.

The API matches SPZLoader closely, so swapping between them is just a matter of picking the right loader class and pointing it at the matching extension:

import { SPLATLoader } from 'three/addons/loaders/SPLATLoader.js';
import { GaussianSplat } from 'three/addons/objects/GaussianSplat.js';

const splatGeometry = await new SPLATLoader().loadAsync( 'model.splat' );
scene.add( new GaussianSplat( splatGeometry ) );
import { KSPLATLoader } from 'three/addons/loaders/KSPLATLoader.js';
import { GaussianSplat } from 'three/addons/objects/GaussianSplat.js';

const splatGeometry = await new KSPLATLoader().loadAsync( 'model.ksplat' );
scene.add( new GaussianSplat( splatGeometry ) );

Both loaders produce the same BufferGeometry shape as SPZLoader, so GaussianSplat and everything downstream of it (sorting, rendering, glTF export) behaves identically regardless of which loader you used to get there.

Capture, clean up, convert, render#

Getting from a real-world subject to a splat in your Three.js scene takes four steps.

1. Capture#

Start by walking around your subject with a mobile scanning app. Overlapping photos or video go to the app (or its cloud backend), which reconstructs a splat from them. A few apps cover this well:

  • Polycam: Gaussian Splat capture in the mobile app, cloud processing.
  • Scaniverse: Niantic's mobile scanning app, with on-device Gaussian Splat capture and export straight to .spz.
  • Luma AI: consumer splat-capture app, cloud-processed.

Any of the three will reconstruct a usable splat from your capture.

2. Clean up#

Raw reconstructions tend to come out with stray floater splats, background clutter, and rough edges, so it's worth trimming those before you ship.

  • Polycam has its own cropping and cleanup tools, handy if you captured with it and want to stay in one app.
  • SuperSplat (PlayCanvas's free web-based editor) is purpose-built for splat editing: cropping, erasing floaters, re-exporting. It works with splats from any source, so reach for it when you want more control than a capture app gives, or when the splat came from somewhere else.

3. Convert to SPZ#

Once you have a clean splat (usually as .ply or .splat), convert it to .spz v4 before loading it in Three.js:

  • Niantic's online SPZ converter: upload .ply/.splat, download .spz.
  • If you captured with Scaniverse, you can skip this step entirely, since it exports .spz v4 directly.

4. Render#

With a .spz file in hand, drop it into your project and load it with SPZLoader and GaussianSplat, exactly as in the example earlier in this post.

Read the original on ben3d.ca

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