Really cool, I am also working on a port of gaussian-splatting [0] but to WebGPU. Like all the other implementations I have seen so far, this also makes the same mistake when projecting the ellipsoids in a perspective: First you calculate the covariance in 3D and then project that to 2D [1]. This approach only works with parallel / orthographic projections and applying it to perspectives leads to incorrect results. T…
Show HN: Real-Time 3D Gaussian Splatting in WebGL
51–60 of 64 posts
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#52Really cool, I am also working on a port of gaussian-splatting [0] but to WebGPU. Like all the other implementations I have seen so far, this also makes the same mistake when projecting the ellipsoids in a perspective: First you calculate the covariance in 3D and then project that to 2D [1]. This approach only works with parallel / orthographic projections and applying it to perspectives leads to incorrect results. T…
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#53Would 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
#54So far I have only seen gaussian splatting used on photographic data. Would it make sens to use it for other graphics data, too. Or in other words, does it have potential to be used in games?
Depends, radiance field approaches (like gaussian splatting) are basically 3D photos. They do only capture color at geometry (position and direction), but have no concept of surfaces, materials and light transport in general (emission, absorption, transmission, reflection, scattering, etc.). In other words, they can only do static scenes (no animations) with pre-baked lighting. The industry seems to be trying to move…
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#55Earlier quoted context omitted.
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!
Like, are there people whose head does not rotate around their neck on axis but ends up sideways and rolled when they turn or something, to whom this makes perfect sense? I can't see any other explanation.
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#56late 90s bedroom me is shaking his head.
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#57why the hell is it that anyone who makes these "clever" demos provides the world's shittiest camera that adds unwelcome rolls. late 90s bedroom me is shaking his head.
Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#58Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#59Re: Show HN: Real-Time 3D Gaussian Splatting in WebGL
#60why the hell is it that anyone who makes these "clever" demos provides the world's shittiest camera that adds unwelcome rolls. late 90s bedroom me is shaking his head.