Earlier quoted context omitted.
> but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians 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 fro…
> Animations don't work well with splats 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
Show HN: Turning a Gaussian Splat into a videogame
31–40 of 67 posts
Re: Show HN: Turning a Gaussian Splat into a videogame
#32Earlier quoted context omitted.
> Animations don't work well with splats 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
Dreams uses SDFs though?
Alex Evans gave a really great talk about the whole tech stack, the PDF is here: https://www.mediamolecule.com/blog/article/siggraph_2015
Re: Show HN: Turning a Gaussian Splat into a videogame
#33Earlier quoted context omitted.
> but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians 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 fro…
Have you seen https://www.4dv.ai/
Re: Show HN: Turning a Gaussian Splat into a videogame
#34Plays 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!
I have another data point: my ten year old ThinkPad. I get about 10 FPS. Lowering the quality doesn't seem to increase performance.
But I am amazed by what I am seeing, and amazed it runs at all!
I think it won't be long before the whole world is mapped, and "playable".
Re: Show HN: Turning a Gaussian Splat into a videogame
#35Re: Show HN: Turning a Gaussian Splat into a videogame
#36Re: Show HN: Turning a Gaussian Splat into a videogame
#37Re: Show HN: Turning a Gaussian Splat into a videogame
#38Question for those making Splats...how do you get such large environments? I've been playing around with them a bit and I'm finding I'm running out of memory with surprisingly little built even on an RTX6000. Any tips or ideas would be awesome!