The paper I think your referring to made the interesting leap that a 3d radiance field could be rerendered out as a field of Gaussian splats, and that this would probably run faster in modern GPU pipelines for real-time performance. It looks like they also have the nice property of being able to be shifted around in memory quickly hence the animation property seen here.
The technique worked well on non-accelerated (CPU only) hardware of the era, with the additive approach saving the pain of needing to keep a z buffer or fragment list.
Gaussian voxel reconstruction is useful in medical and GIS settings, which, if memory serves, is where Kyle Freeman from Novalogic drew on for his work on Comanche. As far as I know, that was the first commercial game with voxel rendering... It's been a bit since I played it, but the swimming jaggies make me think that it was Manhattan distance height map offset by planar traversal (kinda like Doom raycasting) or some similar trick. I don't recall any intersections or overhangs, but, to be fair, I was a middle schooler when Comanche came out.
It also ran fine on my weak sauce PC.
Once acceleration hit, transformation of triangles with fixed-function pipelines took over. The ability to push textured triangles with minimal per-pixel value adjustment took over. Slowly but surely we've swing back to high ALU balance (albeit via massive stream parallelism). We've shifted from heavy list/vertex transformers to giant array multiply/add processors.
It's a pretty great time to be a processing nerd.
The novelty of the paper was in using the differentiability of Gaussians to enable fitting splats to incrementally match all of the target photos simultaneously. So, it’s a new way to generate the splats from photos rather than modeling them by hand.
I'm curious, would you classify particle effects drawn with quads as 4D gaussian splatting too?
You could "model" 3d objects with the gaussians by just putting a bunch together. It was a way to produce fast rendering 3d images without using a bunch of polygons. The results back then were...left behind by other techniques.
There's a massive back catalog of computer graphics work on the technique, it's usually just easiest to use the search tools and search back for all dates leading up to say...2021 and you'll find tons of normal old stuff like CS 302 - Computer Graphics courseware slides or whatever on the technique.
https://www.google.com/search?q=gaussian+splat+-site%3Apinte...
I realize that a lot has happened since, but this is likely where it all started :)