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Show HN: Real-Time 3D Gaussian Splatting in WebGL

antimatter15.com

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Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL

#32

What am I looking at?

Gaussian splatting is a fancy word for pointcloud but with coloured shapes instead of points. 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 an…

My initial understanding is these scenes can’t be made dynamic (animated, physically responsive). Is that correct?

Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL

#33
post #24

This is really cool! The control scheme is confusing though. Instead of the typical WASD for moving and using the mouse to look around, dragging the mouse moves forwards and backwards and orbits around some point, A and D strafe, while W and S look up and down. EDIT: Looks like a full list of controls is in the readme: https://github.com/antimatter15/splat#controls

Being brutally honest here, but I just cant get over the control scheme enough to even appreciate the rendering demo. It is unusably unintuitive and awful.

Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL

#34
post #24

This is really cool! The control scheme is confusing though. Instead of the typical WASD for moving and using the mouse to look around, dragging the mouse moves forwards and backwards and orbits around some point, A and D strafe, while W and S look up and down. EDIT: Looks like a full list of controls is in the readme: https://github.com/antimatter15/splat#controls

It's very similar to the N64 FPS controls (i.e. Goldeneye): arrow keys (joystick) for the "primary movements" of forward/backward and yaw, with which you can move and look anywhere in a 2D space. Then, WASD (C buttons) for the "secondary movements" of strafe and pitch.

It's pretty telling that you had to reach back 26 years to find a control scheme that could be used as an analogy. I don't even know where to start with the mouse controls. Up/down translation lock after right click; reverse yaw. Thing is a test of patience!

Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL

#36
post #35

Would this technique work for video? The readme of the inria work[1] seems to imply a model is trained per static scene, does that rule out video? [1] https://github.com/graphdeco-inria/gaussian-splatting

It's already a thing [1]. They also have a project website [2] with some nice videos, although the code hasn't yet been released.

[1] https://arxiv.org/abs/2308.09713

[2] https://dynamic3dgaussians.github.io/

Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL

#39
post #24

This is really cool! The control scheme is confusing though. Instead of the typical WASD for moving and using the mouse to look around, dragging the mouse moves forwards and backwards and orbits around some point, A and D strafe, while W and S look up and down. EDIT: Looks like a full list of controls is in the readme: https://github.com/antimatter15/splat#controls

Author here- I'm sorry about the camera controls! Happy to accept pull requests that replace it with something more sensible

The original idea was to be able to navigate around with just arrow keys (conceptually by turning yourself around in place and being able to walk back and forward).

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