A lot of concurrent work has been done in this space, exploring different 3D scene primitives, as well as studying the effect of approximations in 3DGS in simple settings.
Does 3D Gaussian Splatting Need Accurate Volumetric Rendering? studies the ray-marching 3D Gaussians in comparison with 3DGS in simple settings without densification.
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis uses constant density ellipsoids as primitives and ray-marches through them for rendering.
Many more works might have surfaced by the time you read this.
@article{talegaonkar2025vol3dgs,
author = {Chinmay Talegaonkar and Yash Belhe and Ravi Ramamoorthi and Nicholas Antipa},
title = {Volumetrically Consistent 3D Gaussian Rasterization},
journal = {CVPR},
year = {2025},
}