1. View‑dependent material reflectance
"Mainly by having view‑dependent (i.e. changes with the camera angle) material reflectance (diffuse colour and specular highlight)." — pixelesque
2. Neural vs. non‑neural pipelines
"There is a neural method for computing 3DGS from video or a series of photographs. Rendering 3DGS uses no neural networks as far as I know." — two_handfuls 3. Optimization of spherical harmonics
"DropAnSH‑GS ... drops out high order SH coefficients to force low frequency color into low order coefficients (3.4. Spherical Harmonics Dropout)." — deckar01