Show HN: Real-Time 3D Gaussian Splatting in WebGL
31–40 of 64 posts
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#32What 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…
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#33This 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
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#34This 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.
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#35Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#36Would 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
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#37Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#38Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#39This 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
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).