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Show HN: Turning a Gaussian Splat into a videogame

blog.playcanvas.com

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Re: Show HN: Turning a Gaussian Splat into a videogame

#31
post #20

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

Dreams uses SDFs though?

Re: Show HN: Turning a Gaussian Splat into a videogame

#32

Earlier 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?

Dreams uses SDFs to generate splats on the GPU - all the actual rendering is splat-based.

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

#33
post #23
post #20

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…

Have you seen https://www.4dv.ai/

Doesn't give much information about how they were generated

Re: Show HN: Turning a Gaussian Splat into a videogame

#34

Plays 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!

It runs kinda well on the best computer in the world, yeah? :)

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

#35
This is a really neat bridge between “looks cool” and “feels like you’re there”. Inferring real life properties like lighting is a cool trick and just the beginning I’m sure. I’m excited to explore new and dynamic worlds and bring the AAA experience closer to something you can build yourself.

Re: Show HN: Turning a Gaussian Splat into a videogame

#36
Really cool. Out of curiosity, what's the per-frame cost of rendering the splat scene compared to an equivalent triangle-mesh approximation? I've been wondering when (if ever) splatting becomes the default for web-delivered 3D content vs. just a research/SIGGRAPH-paper toy. Browser support and file-size feel like the two big walls.

Re: Show HN: Turning a Gaussian Splat into a videogame

#38
post #29

Question 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!

look at step 2 about streamed splats
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