Lesson 03
The forward pass: volumetric compositing
How millions of blobs become a pixel — and why it's the same equation as NeRF.
To render, 3DGS projects each Gaussian onto the screen (the EWA math from lesson 02, reused as a layer), sorts them by depth, and composites them front-to-back. A pixel's color is:
$$C \;=\; \sum_{i} c_i\,\alpha_i' \prod_{j<i} \big(1-\alpha_j'\big), \qquad \alpha_i' = \alpha_i\,\exp\!\Big(-\tfrac12 (\mathbf x-\boldsymbol\mu_i')^{\!\top} \Sigma'^{-1} (\mathbf x-\boldsymbol\mu_i')\Big)$$The product \(\prod_{j<i}(1-\alpha_j')\) is the transmittance \(T_i\): how much light "survives" everything in front. Each Gaussian contributes with weight \(w_i = \alpha_i' \, T_i\): a lot if it is opaque and unoccluded, little otherwise.
Why it matters for training
Every operation here — Gaussian footprint, product of transmittances, weighted sum — is differentiable in the parameters \((\mu_i, \Sigma_i, \alpha_i, c_i)\). This is what allows lesson 04 to exist: the gradient of the photometric loss can flow back from the pixel to every single Gaussian, through this formula.