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Show HN: Gaussian Splat of a Strawberry

superspl.at

131–140 of 211 posts

Re: Show HN: Gaussian Splat of a Strawberry

#131

As I have learned about Gaussian Splatting just a few weeks ago, I have (perhaps funny/naive/stupid) question: is there any progress or at least theoretical chance to have dynamic lighting?

out of the box, I imagine that surfaces can be lit, but probably not shadowed correctly. (structures aren’t solids, more like particles in 3d space)

it could look like the real-time lighting of an old game engine on rather modern assets. (quake 2-3 era)

or perhaps some "occlusion pre-pass" could be done to create a voxelized sparse volume from the splats that set a "voxel opacity value" for each to absorb light? (not far from how prebaked GI works nowadays)

note: not an expert on rendering, just a nutjob that did stuff in opengl in the old days.

Re: Show HN: Gaussian Splat of a Strawberry

#132

As I have learned about Gaussian Splatting just a few weeks ago, I have (perhaps funny/naive/stupid) question: is there any progress or at least theoretical chance to have dynamic lighting?

There are some works on doing this directly e.g. https://arxiv.org/abs/2601.23065 but getting accurate materials is a challenge for anything more than diffuse.

AI-based relighting will no doubt start working soon.

Re: Show HN: Gaussian Splat of a Strawberry

#133

As I have learned about Gaussian Splatting just a few weeks ago, I have (perhaps funny/naive/stupid) question: is there any progress or at least theoretical chance to have dynamic lighting?

out of the box, I imagine that surfaces can be lit, but probably not shadowed correctly. (structures aren’t solids, more like particles in 3d space) it could look like the real-time lighting of an old game engine on rather modern assets. (quake 2-3 era) or perhaps some "occlusion pre-pass" could be done to create a voxelized sparse volume from the splats that set a "voxel opacity value" for each to absorb light? (not…

There can be some issues with shadowing yeah, especially if you render with splatting/rasterization, but its fine if you raytrace I think.

Re: Show HN: Gaussian Splat of a Strawberry

#134

Just wow! As I scrolled through the website, I was even more impressed with this one though! https://superspl.at/scene/c67edb74

This one keeps crashing the browser after it reaches 100%. Safari/iOS, iPhone 13. I was able to navigate and use a few of the other ones linked to from the comments, though. Curious.

Re: Show HN: Gaussian Splat of a Strawberry

#135

I built PlayCanvas in 2011 to power video games. Here we are in 2026 and it's powering strawberries.

Thank you for your service! This is one of the most endearing things about open source IMHO, the way people can find novel uses for it.

I completely agree with you. I'm constantly bowled over by the creativity of the SuperSplat/PlayCanvas communities.

Re: Show HN: Gaussian Splat of a Strawberry

#136
post #58

Earlier quoted context omitted.

If you don't focus stack and try to train on partially unfocused images, the optimizer will try to match the rendered view to be also partially unfocused. You would have to mask out the blurry areas for each image. I guess one could just implement a feature where the optimizer only optimizes gaussians within the sharp distances relative to the camera.

Other way of looking at the question is if you could make focus stacking better by using the full multi-view dataset? Afaik focus stacking essentially does depth estimation so it seems like multiple views would help with that. Another way would be some kind of 4d GS where one dimension is the focus distance. But I'd guess the renders would inherently have shallow depth then, which is less useful usually.

> Another way would be some kind of 4d GS where one dimension is the focus distance.

That seems like the way to do it, someone has to be working on that.

searching...

https://dof-gaussian.github.io/

Re: Show HN: Gaussian Splat of a Strawberry

#137
post #37

I read [1], but I still don't quite know what I'm looking at. My guess is a 3D model reconstructed from lots of detailed pictures? [1] https://en.wikipedia.org/wiki/Gaussian_splatting

Others have provided details about how it works. I suggest zooming way in on that image and you'll start 'breaking though' the surface and that'll help you get an idea of how it works. Important thing is there is no defined geometric surface ("mesh"). Also important to know is that it's very, very hard to get a good splat without taking a ton of photos at different angles. It's also really, really easy to create a cr…

When you say its very very hard to create a good splat, what do you mean? And what is good? I would say that strawberry is very detailed and its a good splat. I also kind of like the way some of the 'rougher' splats look. I feel like they'd work well in a car racing simulator.

Re: Show HN: Gaussian Splat of a Strawberry

#138

Earlier quoted context omitted.

Ah the timeless joy of falling through the floor geometry. Seriously though - it's breathtaking. The first guy who figures out the bridge between splats and dynamism - animation, editing, responsiveness - is going to be one of the immortals of 3d design.

There are many ways to represent 3D data, but animations really only work properly with polygon meshes (e.g. triangle surface meshes or volumetric tetrahedral meshes).

You pretty much just need a representation that can be constructed reasonably and interpolated.
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