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

Three.js r186 adds native 3D Gaussian Splatting support with a built-in GaussianSplat mesh type and loaders for .spz, .ksplat, .splat, and glTF formats, enabling photorealistic rendering of captured objects and scenes directly in the engine. The feature requires WebGPURenderer and is designed for single objects or room-scale scenes, not city-scale captures, according to Ben Houston's tutorial.

read7 min views1 publishedAug 17, 2026
How to Use Three.JS's new Native Gaussian Splats
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How to use Three.js's native Gaussian Splatting support (GaussianSplat, SPZ). Load .spz/.ksplat/.splat/glTF splats, pick a file format, and run a capture-to-render workflow with Polycam, Luma AI, Scaniverse, and SuperSplat.

Ben Houston • • 8 min read

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 s 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.

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.

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 { SPZ } from 'three/addons/s/SPZ.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 SPZ().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 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 s to cover them. All five produce the same internal BufferGeometry

shape (position

, covariance

, color

, and optional packed sphericalHarmonics1..3

attributes), so whichever you use, GaussianSplat

consumes the result identically:

Extension Notes
SPZ .spz Recommended. 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).
GaussianSplatPLY .ply Most 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 .
KSPLAT .ksplat Format used by the GaussianSplats3D viewer. Useful if you already have assets from that pipeline.
SPLAT .splat Original fixed 32-byte-per-splat format (antimatter15/splat). Uncompressed, easy to generate, large on disk.
GLTFGaussianSplatExtension .gltf / .glb Implements the
KHR_gaussian_splatting

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

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. GaussianSplatPLY

handles them, following the same pattern as SPZ

and SPLAT

:

import { GaussianSplatPLY } from 'three/addons/s/GaussianSplatPLY.js';
import { GaussianSplat } from 'three/addons/objects/GaussianSplat.js';

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

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

export.

glTF splats#

If your splat is embedded in a glTF file, there's one extra setup step. Because GaussianSplat

needs WebGPURenderer

, GLTF

doesn't register the glTF splat plugin for you automatically, so you register it yourself:

import { GLTF } from 'three/addons/s/GLTF.js';
import { GLTFGaussianSplatExtension } from 'three/addons/s/GLTFGaussianSplatExtension.js';

const  = new GLTF();
.register( ( parser ) => new GLTFGaussianSplatExtension( parser ) );

const gltf = await .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.

SPLAT and KSPLAT files (legacy formats)#

SPLAT

and KSPLAT

exist mainly for legacy compatibility, covering assets and pipelines built around antimatter15/splat

and the GaussianSplats3D

viewer.

The API matches SPZ

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

import { SPLAT } from 'three/addons/s/SPLAT.js';
import { GaussianSplat } from 'three/addons/objects/GaussianSplat.js';

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

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

Both s produce the same BufferGeometry

shape as SPZ

, so GaussianSplat

and everything downstream of it (sorting, rendering, glTF export) behaves identically regardless of which 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:

Gaussian Splat capture in the mobile app, cloud processing.Polycam:Niantic's mobile scanning app, with on-device Gaussian Splat capture and export straight toScaniverse:.spz

.consumer splat-capture app, cloud-processed.Luma AI:

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.

has its own cropping and cleanup tools, handy if you captured with it and want to stay in one app.Polycam(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.SuperSplat

3. Convert to SPZ#

Once you have a clean splat (usually as .ply

or .splat

), convert it to .spz

v4 before it in Three.js:

uploadNiantic's online SPZ converter:.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 SPZ

and GaussianSplat

, exactly as in the example earlier in this post.

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