
PRODUCED IN PARTNERSHIP WITH


David Anthony
XR Software Engineer
Studio Duessen

I'm a software engineer who loves bringing innovative solutions to life at the intersection of science and technology. At Studio-Deussen in Berlin I build mixed reality training tools for healthcare professionals, and previously worked on collaborative digital twin systems at Fraunhofer HHI. Four years of shipping XR across Unity, OpenXR, and WebGL.
Gaussian Splatting in the Browser and Beyond: Rendering 3DGS in WebXR
Session
Gaussian Splatting has quietly displaced NeRFs as the practical choice for real-time photorealistic 3D. But there's a wide gap between "it renders on my RTX card" and "it holds framerate in stereo on a Quest," and that gap is where the interesting engineering lives.
This talk looks at how splats actually work, with just enough theory to reason about the rendering pipeline and at what it takes to get 3DGS running in the browser and in WebXR, including the real trade-offs around sorting, memory, compression, and framerate.
It also steps back to the bigger picture: what opens up when generative AI meets splats, and what a photorealistic, AI-generated immersive web could look like.
