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Show HN: Gaussian Splat of a Strawberry

superspl.at

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Re: Show HN: Gaussian Splat of a Strawberry

#191
post #186

Earlier quoted context omitted.

There are many ways to represent 3D data, but animations really only work properly with polygon meshes (e.g. triangle surface meshes or volumetric tetrahedral meshes).

It’s easy but a bit data intensive. Take two 3D splat images at different times, optimize them, then interpolate from the first to the second. Repeat at intervals. Now you have a video. A full moving subject is about 500Mbps, although it depends a lot on the quality of the source images that you make the 3D splats from and how detailed the output image is. Search for “4D gaussian splats” to find references.

That's just animation like an animated GIF: a series of static frames. What's more interesting is animation in the sense of deformation, as in skeletal/skinned meshes. These deformations require minimal data and can be generated dynamically.

Re: Show HN: Gaussian Splat of a Strawberry

#193
post #37

I read [1], but I still don't quite know what I'm looking at. My guess is a 3D model reconstructed from lots of detailed pictures? [1] https://en.wikipedia.org/wiki/Gaussian_splatting

Others have provided details about how it works. I suggest zooming way in on that image and you'll start 'breaking though' the surface and that'll help you get an idea of how it works. Important thing is there is no defined geometric surface ("mesh"). Also important to know is that it's very, very hard to get a good splat without taking a ton of photos at different angles. It's also really, really easy to create a cr…

is the point of doing it for the artistic value / challenge or are there other benefits of not using a mesh or physical model of the object?

Re: Show HN: Gaussian Splat of a Strawberry

#194
post #186

Earlier quoted context omitted.

It’s easy but a bit data intensive. Take two 3D splat images at different times, optimize them, then interpolate from the first to the second. Repeat at intervals. Now you have a video. A full moving subject is about 500Mbps, although it depends a lot on the quality of the source images that you make the 3D splats from and how detailed the output image is. Search for “4D gaussian splats” to find references.

That's just animation like an animated GIF: a series of static frames. What's more interesting is animation in the sense of deformation, as in skeletal/skinned meshes. These deformations require minimal data and can be generated dynamically.

I can’t think of any reason why it would be impossible to implement skeletal animation of gaussian splats. You still have to create the splats from images though. Just have your subject put their right arm in, then take your images and generate the second splat. Now you can interpolate between them to move the right arm. At least in that one axis. Repeat for other joints. Have them put their whole self in and turn them selves about, etc. How hard could it be? https://www.youtube.com/watch?v=aIqCSpuDwBE

Re: Show HN: Gaussian Splat of a Strawberry

#196
I’m curious to why not all modern PC/console game developers use this technology to create realistic graphics in their games?

If my old phone can render it with fairly high frame rate, I’m sure a full game with realistic graphics would work well on a mid/high end PC.

Re: Show HN: Gaussian Splat of a Strawberry

#197

I’m curious to why not all modern PC/console game developers use this technology to create realistic graphics in their games? If my old phone can render it with fairly high frame rate, I’m sure a full game with realistic graphics would work well on a mid/high end PC.

I’m not sure if the same limitations apply today, but when I last looked into it:

1. Lighting is baked in so they don’t fit well in dynamically lit environments

2. Splats aren’t as suitable for bodies you’d animate, like meshes are. They also don’t work well for very thin or sharp surfaces in general

3. Splats are pretty memory-hungry so large scenes would require better hardware than consoles can offer

These might not be as true today, and I can’t recall exactly when I read this. Probably 3 years ago or so. I recently read they’re making their way into games, so it’ll happen as the kinks are worked out.

Re: Show HN: Gaussian Splat of a Strawberry

#198
post #39

Beautiful. What I love about gaussian splats is the way they degrade - instead of a hard cutoff or LoD changing spheres into cubes etc., they get increasingly "dreamy" - the basic idea is still there, just less detailed. Take for example this scene: https://superspl.at/scene/e721ea7c If you navigate closer to the trees, things around you become blurry - as if the very fabric of reality unraveled.

You might enjoy some of my art derived from gaussian splats in that case, I've been calling them gaussographs. https://bayardrandel.com/gaussographs More recent work on my instagram https://www.instagram.com/bayardrandel/

Love these!

Re: Show HN: Gaussian Splat of a Strawberry

#199

It definitely looks impressive. But something looks off: the red area around the "seeds" is pushed towards the center of the strawberry - or that at least the outer most layer is somewhat transparent and some deeper layers are visible.

Those are artefacts. Splats are not perfect around reflections.
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