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▲Gaussian Splats part 3: There's always a bigger scene (magnopus.com)
sorenjan 1 hours ago [-]
Does anyone know why triangle splatting never took off? I would think it would be much more suited to GPU rendering.

https://trianglesplatting.github.io/

KeplerBoy 6 minutes ago [-]
It still might, at least in some niches? The paper is not that old.
lopsotronic 2 hours ago [-]
"Hubris: Redux" is a pretty good description of my entire career.

The high points, anyway. The parts worth remembering.

Something I am taking away from this, is every optimization he makes here, takes away from the technologies supporting the overall dynamism of the scene, "dynamism" in terms of things interacting with things. The long solution might well be a very tightly described engine of "dynamism" - data formats, algorithms - that then feeds an optimized splat renderer, millisecond by millisecond.

cavoirom 5 hours ago [-]
The "Kefermarkt Chruch" from Christoph Schindelar: https://www.youtube.com/watch?v=nC6Q2wN-vfM

With the simple equipements, the result is spectacle.

qingcharles 2 hours ago [-]
Thank you. The realtime version linked from the video is even more impressive!

https://superspl.at/scene/c67edb74

lambda 3 hours ago [-]
There's an interesting recent Siggraph paper on scaling up Gaussian splatting in a very different way, which offers some interesting benefits; Gaussian point splatting.

* Video: https://www.youtube.com/watch?v=2AWv_nIfp-U

* Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...

* Repo: https://github.com/JorisAR/gaussian-point-splatting

slimbuck 2 hours ago [-]
I had no idea SOG was being used this way, so cool! I'm busy working on V3 if there's anything you think we should include.

https://github.com/playcanvas/splat-transform/issues/362

slimbuck 2 hours ago [-]
The biggest update is adding alpha compensation (alpha > 1). With this in place we can addresses the gaps that appear after performing many rounds of decimation.
mackopes 4 hours ago [-]
If anyone wants to just play and walk around a big splat: https://www.useblurry.com/shared/fONoiLF-8AiD

It has 50m splats, captured by XGRIDS K2 camera in roughly 1 hour of walking around.

ajw287 4 hours ago [-]
Gaussian Splats are great, and putting them in Unreal is even better! Do you see splats cropping up in games/sport events? Where next?

Gaussian splats are surprisingly easy to make: https://superspl.at/scene/82eb1744 (I used a thermal camera - so I could also project the IR onto it too)https://superspl.at/scene/f9672a5e

anukin 3 hours ago [-]
They are not that easy to make in my experience. I struggled a bit with my phone camera images and moved onto my iPad images.
ajw287 43 minutes ago [-]
If I understand what you are saying, it might be that your phone had a better camera than your ipad? The depth of field and atmospheric lens effects aren't really what you want - a pinhole lens like old phones (and my flir) works better since blur is the enemy.
zardo 4 hours ago [-]
I could swear I saw something about an NFL broadcast using them. They were part of the PGA championship broadcast.
kkukshtel 46 minutes ago [-]
Really great write-up!
3 hours ago [-]
RicoElectrico 5 days ago [-]
"lives in", "ledger" - The most obvious of the obvious claudisms :/
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