It has no dynamic lighting or effects, which makes the video look like a high quality game from 2006.
Show HN: Turning a Gaussian Splat into a videogame
11–20 of 67 posts
Re: Show HN: Turning a Gaussian Splat into a videogame
#12[1] https://de.wikipedia.org/wiki/Killerspiel [2] https://www.spiegel.de/netzwelt/web/schuelerhobby-mapping-me...
Re: Show HN: Turning a Gaussian Splat into a videogame
#13I’m trying to understand from the video why this is better, it looks like a normal high resolution textures with precooked shadow maps. It has no dynamic lighting or effects, which makes the video look like a high quality game from 2006.
Re: Show HN: Turning a Gaussian Splat into a videogame
#14I’m trying to understand from the video why this is better, it looks like a normal high resolution textures with precooked shadow maps. It has no dynamic lighting or effects, which makes the video look like a high quality game from 2006.
dynamic objects are still largely unsolved problem, I just tried to approach it in this demo. also this particular place doesn't have reflective surfaces, but technology supports it - check for example this splat https://superspl.at/scene/ff1d0393 or this one https://superspl.at/scene/6c822f84
Re: Show HN: Turning a Gaussian Splat into a videogame
#15Re: Show HN: Turning a Gaussian Splat into a videogame
#16Plays decently smooth on my M4 Max. It's probably still a long way from being a production-ready replacement for meshed environments, but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians, perhaps with support for basic procedural animation. Great work with the playable demo!
For me, the biggest issue this solves is the blank canvas paralysis problem. Artists are visual thinkers and need a little nudge in the right (art) direction. This is a great way to fill that blank sheet of paper with something that they can take and run with.
Re: Show HN: Turning a Gaussian Splat into a videogame
#17Re: Show HN: Turning a Gaussian Splat into a videogame
#18Earlier quoted context omitted.
For me, the biggest issue this solves is the blank canvas paralysis problem. Artists are visual thinkers and need a little nudge in the right (art) direction. This is a great way to fill that blank sheet of paper with something that they can take and run with.
Editing Gaussian Splats is still a pain in the ass in the artist's perspective. Even if you can create a good-enough first try using scanned data or generative AI, you just end up with a rough draft that you cannot polish in any way. Existing mesh-based tools allow you to edit the geometry relatively easily, since they are in a higher level discrete representation rather than just a point cloud data structure.
Re: Show HN: Turning a Gaussian Splat into a videogame
#19Strikingly similar to the never completed Unrecord from 3 years ago: https://www.youtube.com/watch?v=IK76q13Aqt0
Re: Show HN: Turning a Gaussian Splat into a videogame
#20Plays decently smooth on my M4 Max. It's probably still a long way from being a production-ready replacement for meshed environments, but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians, perhaps with support for basic procedural animation. Great work with the playable demo!
Those tend to move in the wind. Animations don't work well with splats. Or with any data structure except polygon meshes.
Edit:
Responding in the parent because HN says I'm "posting too fast" and should "slow down".
> Have you seen https://www.4dv.ai/
Yeah, but this seems to be just a 3D GS video (captured from several different camera angles), similar to how an ordinary 2D video is just a series of still frames. For 3D games this would be unsuitable since animations often have to be generated on the fly based on game physics. Even for pre-baked animations the memory cost of loading each frame individually would be too inefficient. For polygon meshes you have just a single static mesh that is deformed over time.
> Dreams managed to animate splats on the PS4. Admittedly, not quite the same type of splats, but there is probably a middle ground here where it can be made to work
I'm pretty sure Dreams only allowed animations as translations and rotations, not something that approximates soft skeletal animations. And even translations and rotations would be problematic since 3D GS scenes rely on baked lighting which would then result in objects no longer fitting the scene.