A practical representation is not only a file format. It eventually has to execute inside a graphics system.
The earlier studies focus on representation quality, training cost, and payload size. This project addresses the systems layer from a classical graphics perspective. Instead of relying on an engine to hide scene-query cost, I implemented several spatial acceleration strategies from scratch and measured how much geometric work each one actually performed.
The point is not that triangle BVHs are the same thing as Gaussian Splatting. The point is that neural graphics work eventually becomes a systems problem: memory layout, spatial organization, traversal cost, profiling, and correctness all matter once the representation reaches a runtime.