Show HN: Real-Time 3D Gaussian Splatting in WebGL
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Show HN: Real-Time 3D Gaussian Splatting in WebGL
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Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#2Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#3What am I looking at?
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#4Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#5What am I looking at?
Its been around for ages, but It was never used because if you have a million points in a point cloud, you'd need to artistically manipulate a million points.
Its like 3d hair, its pretty simple, just render a billion hairs, but in practice its hard to make it look good.
Here we tell a machine learning model to adjust the angle, colour, shape and size of a million primitives (ie a square, circle, triangle etc.) so that it looks like a the photos we provide.
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#6Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#7Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#8When you zoom out there's lots of visible polygon edges that don't look like they should really be there, as if it's trying to draw soft 'blobs' but the texture coords aren't quite right? Is that a bug or an intentional part of the technique?
Basically its a semidense point cloud [1], but instead of a point, there is a blob which has been coloured, angled and scaled to match the input picture. This means they are optimised to be viewed from a certain distance.
Think of it like a 3d vector drawing, if you zoom in too much, or pull one part away, it all starts to look a bit funky.
[1]https://www.researchgate.net/publication/326621750/figure/fi...
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#9Earlier quoted context omitted.
basically this: https://github.com/graphdeco-inria/gaussian-splatting — a somewhat different approach at rendering 3d scenes.
A thought occurred to me: is this similar to how Media Molecule's Dreams on the PS4/5 renders its scenes?
From: https://aras-p.info/blog/2023/09/05/Gaussian-Splatting-is-pr...
Good eye