Show HN: Real-Time Gaussian Splatting
21–30 of 61 posts
Re: Show HN: Real-Time Gaussian Splatting
#22Another implementation of splat https://github.com/NVlabs/InstantSplat
I'm also following this work https://guanjunwu.github.io/4dgs/ which produces temporal Gaussian splats but takes at least half an hour to learn the scene.
Re: Show HN: Real-Time Gaussian Splatting
#23So, I see livesplat_realsense.py imports livesplat. Where’s livesplat?
Re: Show HN: Real-Time Gaussian Splatting
#24So, I see livesplat_realsense.py imports livesplat. Where’s livesplat?
I've considered publishing the source but the source code is is dependent on some proprietary utility libraries from my bigger project and it's hard to fully disentangle it and I'm not sure if this project has some business applications but I'd like to keep that door open at this time.
Re: Show HN: Real-Time Gaussian Splatting
#25I wonder if one can go the opposite route and use gaussian splatting or (more likely) some other method to generate 3D/4D scenes from cartoons. Cartoons are famously hard to emulate in 3D even entirely manually; like with traditional realistic renders (polygons, shaders, lighting, post-processing) vs gaussian splats, maybe we need a fundamentally different approach.
Re: Show HN: Real-Time Gaussian Splatting
#26Earlier quoted context omitted.
Yes, the normal case uses 2D input, but it can take hours to create the scene. Using the depth channel allows me to create the scene in 33 milliseconds, from scratch, every frame. You could conceptualize this as a compromise between raw pointcloud rendering and fully precomputed Gaussian splat rendering. With pointclouds, you have a lot visual artifacts due to sparsity (low texture information, seeing "through" objec…
How do the view-dependent effects get "discovered" from only a single source camera angle?
Re: Show HN: Real-Time Gaussian Splatting
#27Re: Show HN: Real-Time Gaussian Splatting
#28Earlier quoted context omitted.
I know enough about 3D rendering to know that Gaussian splatting's one of the Big New Things in high-performance rendering, so I understand that this is a big deal -- but I can't quantify why, or how big a deal it is. Could you or someone else wise in the ways of graphics give me a layperson's rundown of how this works, why it's considered so important, and what the technical challenges are given that an RGB+D(epth?)…
Gaussian Splatting allows you to create a photorealistic representation of an environment from just a collection of images. Philosophically, this is a form of geometric scene understanding from raw pixels, which has been a holy grail of computer vision since the beginning. Usually creating a Gaussian splat representation takes a long time and uses an iterative gradient-based optimization procedure. Using RGBD helps m…
Re: Show HN: Real-Time Gaussian Splatting
#29Re: Show HN: Real-Time Gaussian Splatting
#30Correct me if I'm wrong but looking at the video this just looks like a 3D point cloud using equal-sized "gaussians" (soft spheres) for each pixel, that's why it looks still pixelated especially at the edges. Even when it's low resolution the real gaussian splatting artifacts look different with spikes an soft blobs at the lower resolution parts. So this is not really doing the same as a real gaussian splatting of co…
However, I have not baked in the size or orientation into the system. Those are "chosen" by the neural net based on the input RGBD frames. The view dependent effects are also "chosen" by the neural net, but not through an explicit radiance field. If you run the application and zoom in, you will be able to see the splats of different sizes pointing in different directions. The system as limited ability to re-adjust the positions and sizes due to the compute budget leading to the pixelated effect.