Live data from Hacker News

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

radiancefields.com

191–200 of 278 posts

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

#191

Earlier quoted context omitted.

And nearly a Carti post at the top of HN

r/playboicarti is one of my favorite places to go to just turn my brain off and see shitposts that have a certain reminiscence to me, almost a "high school class when the teacher didn't show up" vibe.

95% of its posters are in high school or lower, and are in class during daytime hours, so that's a part of why it makes you feel like that

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

#192

Hi, I'm David Rhodes, Co-founder of CG Nomads, developer of GSOPs (Gaussian Splatting Operators) for SideFX Houdini. GSOPs was used in combination with OTOY OctaneRender to produce this music video. If you're interested in the technology and its capabilities, learn more at https://www.cgnomads.com/ or AMA. Try GSOPs yourself: https://github.com/cgnomads/GSOPs (example content included).

I remember splatting being introduced as a way to capture real life scenes, but one of the links you have provided in this discusson seems to have used a traditional polygon mesh scene as training input for the splat model. How common is this and why would one do it that way over e.g. vertex shader effects that give the mesh a splatty aesthetic?

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

#193

Earlier quoted context omitted.

It's not a type of radiance field.

It’s literally the name of gaussian splatting. 3D Gaussian Splatting for Real Time Radiance Fields https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/

Hmm if gaussian splatting is radiance field rendering then so is any 3D rendering, and what's the point of using the name? Though having looked up the name it seems like it isn't well defined enough to mean much anyway tbh.

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

#195

Earlier quoted context omitted.

I’m fascinated by the aesthetic of this technique. I remember early versions that were completely glitched out and presented 3d clouds of noise and fragments to traverse through. I’m curious if you have any thoughts about creatively ‘abusing’ this tech? Perhaps misaligning things somehow or using some wrong inputs.

There's a ton of fun tricks you can perform with Gaussian splatting! You're right that you can intentionally under-construct your scenes. These can create a dream-like effect. It's also possible to stylize your Gaussian splats to produce NPR effects. Check out David Lisser's amazing work: https://davidlisser.co.uk/Surface-Tension . Additionally, you can intentionally introduce view-dependent ghosting artifacts. In ot…

Y'all did such a good job with this. It captivated HN and was the top post for the entire day, and will probably last for much of tomorrow.

If you don't know already, you need to leverage this. HN is one of the biggest channels of engineers and venture capitalists on the internet. It's almost pure signal (minus some grumpy engineer grumblings - we're a grouchy lot sometimes).

Post your contract info here. You might get business inquiries. If you've got any special software or process in what you do, there might be "venture scale" business opportunities that come your way. Certainly clients, but potentially much more.

(I'd certainly like to get in touch!)

--

edit: Since I'm commenting here, I'll expand on my thoughts. I've been rate limited all day long, and I don't know if I can post another response.

I believe volumetric is going to be huge for creative work in the coming years.

Gaussian splats are a huge improvement over point clouds and NeRFs in terms of accessibility and rendering, but the field has so many potential ways to evolve.

I was always in love with Intel's "volume", but it was impractical [1, 2] and got shut down. Their demos are still impressive, especially from an equipment POV, but A$AP Rocky's music video is technically superior.

During the pandemic, to get over my lack of in-person filmmaking, I wrote Unreal Engine shaders to combine the output of several Kinect point clouds [3] to build my own lightweight version inspired by what Intel was doing. The VGA resolution of consumer volumetric hardware was a pain and I was faced with fpga solutions for higher real time resolution, or going 100% offline.

World Labs and Apple are doing exciting work with image-to-Gaussian models [4, 5], and World Labs created the fantastic Spark library [6] for viewing them.

I've been leveraging splats to do controllable image gen and video generation [7], where they're extremely useful for consistent sets and props between shots.

I think the next steps for Gaussian splats are good editing tools, segmenting, physics, etc. The generative models are showing a lot of promise too. The Hunyuan team is supposedly working on a generative Gaussian model.

[1] https://www.youtube.com/watch?v=24Y4zby6tmo (film)

[2] https://www.youtube.com/watch?v=4NJUiBZVx5c (hardware)

[3] https://www.twitch.tv/videos/969978954?collection=02RSMb5adR...

[4] https://www.worldlabs.ai/blog/marble-world-model

[5] https://machinelearning.apple.com/research/sharp-monocular-v...

[6] https://sparkjs.dev/

[7] https://github.com/storytold/artcraft (in action: https://www.youtube.com/watch?v=iD999naQq9A or https://www.youtube.com/watch?v=f8L4_ot1bQA )

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

#198

Hi, I'm David Rhodes, Co-founder of CG Nomads, developer of GSOPs (Gaussian Splatting Operators) for SideFX Houdini. GSOPs was used in combination with OTOY OctaneRender to produce this music video. If you're interested in the technology and its capabilities, learn more at https://www.cgnomads.com/ or AMA. Try GSOPs yourself: https://github.com/cgnomads/GSOPs (example content included).

I've been mesmerized by the visusals of Gaussian splatting for a while now, congratulations for your great work!

Do you have some benchmarks about what is the geometric precision of these reproductions?

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

#199

Hi, I'm David Rhodes, Co-founder of CG Nomads, developer of GSOPs (Gaussian Splatting Operators) for SideFX Houdini. GSOPs was used in combination with OTOY OctaneRender to produce this music video. If you're interested in the technology and its capabilities, learn more at https://www.cgnomads.com/ or AMA. Try GSOPs yourself: https://github.com/cgnomads/GSOPs (example content included).

[flagged]

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

#200

Hi, I'm David Rhodes, Co-founder of CG Nomads, developer of GSOPs (Gaussian Splatting Operators) for SideFX Houdini. GSOPs was used in combination with OTOY OctaneRender to produce this music video. If you're interested in the technology and its capabilities, learn more at https://www.cgnomads.com/ or AMA. Try GSOPs yourself: https://github.com/cgnomads/GSOPs (example content included).

nice work.

I can see that relighting is still a work in progress, as the virtual spot lights tends to look flat and fake. I understand that you are just making brighter splats that fall inside the spotlight cone and darker the ones behind lots of splats.

Do you know if there are plans for gaussian splats to capture unlit albedo, roughness and metalness? So we can relight in a more realistic manner?

Also, environment radiosity doesnt seem to translate to the splats, am I right?

Thanks

Post reply on HN