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Gaussian Splatting – A$AP Rocky "Helicopter" music video

radiancefields.com

11–20 of 278 posts

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#11

Pretty sure most of this could be filmed with a camera drone and preprogrammed flight path... Did the Gaussian splatting actually make it any cheaper? Especially considering that it needed 50+ fixed camera angles to splat properly, and extensive post-processing work both computationally and human labour, a camera drone just seems easier.

it gives you flexibility, options

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#13

Super cool to read but can someone eli5 what Gaussian splatting is (and/or radiance fields?) specifically to how the article talks about it finally being "mature enough"? What's changed that this is now possible?

I found this VFX breakdown of the recent Superman movie to have a great explanation of what it is and what it makes possible: https://youtu.be/eyAVWH61R8E?t=232

tl;dr eli5: Instead of capturing spots of color as they would appear to a camera, they capture spots of color and where they exist in the world. By combining multiple cameras doing this, you can make a 3D works from footage that you can then zoom a virtual camera round.

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#14

Super cool to read but can someone eli5 what Gaussian splatting is (and/or radiance fields?) specifically to how the article talks about it finally being "mature enough"? What's changed that this is now possible?

For the ELI5, Gaussian splatting represents the scene as millions of tiny, blurry colored blobs in 3D space and renders by quickly "splatting" them onto the screen, making it much faster than computing an image by querying a neural net model like radiance fields.

I'm not up on how things have changed recently

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#15
post #2

Never did I think I would ever see anything close to related to A$AP on HN. I love this place.

Hah, for the past day, I've been trying to somehow submit the Helicopter music video / album as a whole to HN. Glad someone figured out the angle was Gaussian.

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#16
post #6

To be honest it looks like it was rendered in an old version of Unreal Engine. That may be an intentional choice - I wonder how realistic guassian splatting can look? Can you redo lights, shadows, remove or move parts of the scene, while preserving the original fidelity and realism? The way TV/movie production is going (record 100s of hours of footage from multiple angles and edit it all in post) I wonder if this is…

Yes, they talk about this in the article and that’s exactly what they did.

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#17

Pretty sure most of this could be filmed with a camera drone and preprogrammed flight path... Did the Gaussian splatting actually make it any cheaper? Especially considering that it needed 50+ fixed camera angles to splat properly, and extensive post-processing work both computationally and human labour, a camera drone just seems easier.

Flying a camera drone with such proximity and acceleration would be a safety nightmare.

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#19
> One recurring reaction to the video has been confusion. Viewers assume the imagery is AI-generated. According to Evercoast, that couldn’t be further from the truth. Every stunt, every swing, every fall was physically performed and captured in real space. What makes it feel synthetic is the freedom volumetric capture affords.

No, it’s simply the framerate.

Re: Gaussian Splatting – A$AP Rocky "Helicopter" music video

#20

Super cool to read but can someone eli5 what Gaussian splatting is (and/or radiance fields?) specifically to how the article talks about it finally being "mature enough"? What's changed that this is now possible?

Gaussian splatting is a way to record 3-dimensional video. You capture a scene from many angles simultaneously and then combine all of those into a single representation. Ideally, that representation is good enough that you can then, post-production, simulate camera angles you didn't originally record.

For example, the camera orbits around the performers in this music video are difficult to imagine in real space. Even if you could pull it off using robotic motion control arms, it would require that the entire choreography is fixed in place before filming. This video clearly takes advantage of being able to direct whatever camera motion the artist wanted in the 3d virtual space of the final composed scene.

To do this, the representation needs to estimate the radiance field, i.e. the amount and color of light visible at every point in your 3d volume, viewed from every angle. It's not possible to do this at high resolution by breaking that space up into voxels, those scale badly, O(n^3). You could attempt to guess at some mesh geometry and paint textures on to it compatible with the camera views, but that's difficult to automate.

Gaussian splatting estimates these radiance fields by assuming that the radiance is build from millions of fuzzy, colored balls positioned, stretched, and rotated in space. These are the Gaussian splats.

Once you have that representation, constructing a novel camera angle is as simple as positioning and angling your virtual camera and then recording the colors and positions of all the splats that are visible.

It turns out that this approach is pretty amenable to techniques similar to modern deep learning. You basically train the positions/shapes/rotations of the splats via gradient descent. It's mostly been explored in research labs but lately production-oriented tools have been built for popular 3d motion graphics tools like Houdini, making it more available.

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