Very impressive. How are you managing to produce such a clean model without artifacts?
I spent a lot of time hand-masking out inconsistencies between shoots. I waited too long between sessions and they actually built out an entirely new section of ceiling. PPISP guidance in splatting also helps a lot in solving sensor inconsistencies between the many different cameras and lighting conditions that went into the source dataset.
Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
51–60 of 67 posts
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#52- let us say i wanted to bring a city to life like this
- what does the procedure look like on my end
- what inputs, tools, libraries would i need to go about doing this?
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#53Did you animate the cars separately? That really did a lot to add to the immersion (and the sound effects too). If nothing moved I think the effect would be significantly diminished.
Yes, the cars are separated out and procedurally animated. They're splats, like the rest of the scene. Easily done in PlayCanvas - simple but effective!
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#54I'm not sure why, but my brain always gives a strong "this is not real" alert with Gaussian splats. Something about the lighting is really off for me. And whenever I see videos explaining the Gaussian splats, they always claim they are supposed to fix lighting issues. Is this a function of "not enough detail" or.. Something else?
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#55Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#56- top tier work - let us say i wanted to bring a city to life like this - what does the procedure look like on my end - what inputs, tools, libraries would i need to go about doing this?
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#57I noticed that complex patterns - marble, some paintings, some stained glass - are rendered in what seems like stretched, hazy ellipses. Is that the fundamental building block of a splat?
Also, I was interested if any specularity would be captured by the splat. Or any other aspect of the building which shifts from viewpoint - like lights reflected on the marble floor, or where a metal element outdoors is reflecting the sun but only from one vantage point. I didn’t see that. As I understand it, splats are a kind of solution to the “problem” posed by the series of photos so they are capable of capturing that sort of thing. Is that present here, and I missed it? Or is that something that you need a lot of processing power for, to generate a more complex solution for the light fields?
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#58- top tier work - let us say i wanted to bring a city to life like this - what does the procedure look like on my end - what inputs, tools, libraries would i need to go about doing this?
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#59It’s beautifully done. A few questions I noticed that complex patterns - marble, some paintings, some stained glass - are rendered in what seems like stretched, hazy ellipses. Is that the fundamental building block of a splat? Also, I was interested if any specularity would be captured by the splat. Or any other aspect of the building which shifts from viewpoint - like lights reflected on the marble floor, or where a…
Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco
#60That's really cool