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Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco

vincentwoo.com

51–60 of 67 posts

Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco

#51
post #9

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.

Do you see potential for automation based on what you learned from your hand tuning?

Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco

#53

Did 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!

It's the next day and I'm still thinking about how much of a difference that small touch made.

Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco

#54

I'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?

[dead]

Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco

#57
It’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 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?

I imagine it is based off World Labs

Re: Show HN: Immersive Gaussian Splat tour of grace cathedral, San Francisco

#59
post #57

It’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…

The ellipsoids are what a splat renderer uses as primitives, usually.
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