Research · TUM · 2026
Gaussian Splatting on Apple Vision Pro
A 3D model can look perfect on a laptop and still stutter on a headset. So I built a test bench that measures both how true to the original it looks and what it costs the headset to draw.
I wrote my own scorer in NumPy and a visionOS app around a Metal splat renderer to measure it all on the device. The analysis plan was fixed before any result came in and every number rebuilds from the raw records.
My other Gaussian Splatting direction is big 3D scenes for standalone headsets. It lives at SplatFactory3D and one scene I captured and trained myself is open in the browser on SuperSplat.
- 470
- versions of five 3D objects trained on cloud GPUs
- 14.1 million
- training steps in total
- 203,520
- image by image checks against a perfect reference
- 195
- half-minute runs on the headset with every frame timed and the heat tracked
Renders of CC BY 4.0 models. Credits and changes are in the case study