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

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

#51
post #16

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…

If you can implement the intersecting bounding cone idea without impacting frame rates that's going to be even smoother on WebGPU but it would be interesting to see the difference apples to apples with this type of implementation.

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

#52
post #16

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…

Hi. I'm not very familiar with the gaussian splat technique but aren't they essentially quads with some intrinsic data in the vertices. I thought projecting quads was already a solved problem. Could you elaborate how this differs from a simple array of quads? Thank you.

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

#53
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/

The recording from the point of view of the football they were tossing at each other made me feel things. My friend mentioned that it's like the 'braindance' from Cyberpunk 2077.

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

#54
post #19
post #10

So 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…

I thought I understood that the speculator highlights and view dependent color problems you mention are massively improved via adding spherical harmonics into each ellipse?

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

#55
post #34

Earlier 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!

It actually seems like the FreeCAD control scheme almost verbatim, I always hated that thing and its insistence to not provide any way to orbit around the up vector.

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.

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