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Is it possible you didn’t comprehend which parts were 3D? Or if you did, perhaps a critique is better rather than just a low effort diss.
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Yes, they talk about this in the article and that’s exactly what they did.
It wasn't clear to me how much this was intentional vs. being the limits of the technology at the moment.
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’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.
Superman is what comes to mind for this
So sad that nobody thought it important to ELI5 whatever on earth "gaussian splatting" means, and how it's different than regular splatting (if there's such a thing), or regular video. To me the video looks like the figures have slightly rounder edges, that's all.
> many viewers focused on the chaos, the motion, and the unmistakable early MTV energy of the piece It certainly moves around a lot! It certainly looks like the tech and art style here are indissociable. Not only the use of Gaussian Splats made such extreme camera movement possible, one can be argued that it made them necessary. Pause the video and notice the blurriness and general lack of details. But the frantic mo…
Sadly, much of the demoscene is in a bit of a navel-grazing retro computing phase, many active ones today are "returners" from the C64 and Amiga eras whilst PC sceners of the 90s either dropped off for money, games or kids.
It's also the sheer work-effort, demoscene in the 90s and early 00s could focus on rendering while visual art pipelines didn't matter as much, as graphics cards got better it was obvious that the scene was falling behind the cutting edge games (both in asset due to workload and hacks required for graphics cards to render realistically).
The introduction and early popularization of SDF rendering turned the scene a bit more relevant again, but it's also been masking a certain lack of good artists since programmers could create nice renderings without needing assets.
However, to match something like this video in creativity would require a lot of asset workload (and non-trival rendering), and that combo is not really that common today sadly.
Funnily enough, I was actually discussing just Gaussian Splatting as a solution for more "asset heavy" demos about a year ago with another scener friend, but sadly there's a tad of a stigma culturally as NN/"AI" methods has been fairly controversial within the scene, aside from programmers there are both visual and music artists, and among those camps it's not really a popular thing.
It's still mostly a method though, and SDF rendering + GS could in the end be a saviour in disguise for the scene to go beyond just rendering and bring back a bit more story-telling to the scene.
This reminds me about how Soulja Boy just used a cracked copy of Fruity Loops and a cheap microphone and recorded all his songs that made him millions.[1] Edit: Ok this was a big team of VFX producers who did this. Still, prices are coming down dramatically in general, but yeah that idea is a bit of an underfit to this case. [1] https://www.youtube.com/watch?v=f1rjhVe59ek
Too bad, but I managed to watch about 30 seconds of the video before getting motion sickness. Seems like a really cool technology, though. I wonder if anyone else got the same response, or it's just me.
The rap seems rather derivative, lyrics contain mandatory token "pussy".
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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. Eve…
Thanks for the explanation! It makes a lot of sense that voxels would scale as badly as they do, especially if you want to increase resolution. Am I right in assuming that the reason this scales a lot better is because the Gaussian splats, once there's enough "resolution" of them, can provide the estimates for how light works reasonably well at most distances? What I'm getting at is, if I can see Gaussian splats vs v…
https://www.realsenseai.com/products/real-sense-depth-camera...
That said, I don't think splats:voxels as pixels:vector graphics. Maybe a closer analogy would be pixels:vectors is the same as voxels:3d mesh modeling. You might imagine a sophisticated animated character being created and then animated using motion capture techniques.
But notice where these things fall apart, too. SVG shines when it's not just estimating the true form, but literally is it (fonts, simplified graphics made from simple strokes). If you try to estimate a photo using SVG it tends to get messy. Similar problems arise when reconstructing a 3d mesh from real-world data.
I agree that splats are a bit like pixels, though. They're samples of color and light in 3d (2d) space. They represent the source more faithfully when they're more densely sampled.
The difference is that a splat is sampled irregularly, just where it's needed within the scene. That makes it more efficient at representing most useful 3d scenes (i.e., ones where there are a few subjects and objects in mostly empty space). It just uses data where that data has an impact.