Bit of a shameless plug: in August I built a demo [0] for our latest 3DGS compression paper (called KISS-GS). You can explore some standard Gaussian splatting scenes at different compression levels, see what breaks at really low bitrates, like 0.5 MB.
Scroll down the page a bit to unlock the controls under the viewer. I find the attribute toggles (for opacity, scale, rotation and so on) great fun for building an intuition on how splats and SOG compression works.
There's an interesting recent Siggraph paper on scaling up Gaussian splatting in a very different way, which offers some interesting benefits; Gaussian point splatting.
With the simple equipements, the result is spectacle.
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lopsotronic
"Hubris: Redux" is a pretty good description of my entire career.
The high points, anyway. The parts worth remembering.
Something I am taking away from this, is every optimization he makes here, takes away from the technologies supporting the overall dynamism of the scene, "dynamism" in terms of things interacting with things. The long solution might well be a very tightly described engine of "dynamism" - data formats, algorithms - that then feeds an optimized splat renderer, millisecond by millisecond.
Bit of a shameless plug: in August I built a demo [0] for our latest 3DGS compression paper (called KISS-GS). You can explore some standard Gaussian splatting scenes at different compression levels, see what breaks at really low bitrates, like 0.5 MB.
Scroll down the page a bit to unlock the controls under the viewer. I find the attribute toggles (for opacity, scale, rotation and so on) great fun for building an intuition on how splats and SOG compression works.
[0]: https://fraunhoferhhi.github.io/KISS-GS/
Does anyone know why triangle splatting never took off? I would think it would be much more suited to GPU rendering.
https://trianglesplatting.github.io/
There's an interesting recent Siggraph paper on scaling up Gaussian splatting in a very different way, which offers some interesting benefits; Gaussian point splatting.
* Video: https://www.youtube.com/watch?v=2AWv_nIfp-U
* Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...
* Repo: https://github.com/JorisAR/gaussian-point-splatting
I had no idea SOG was being used this way, so cool! I'm busy working on V3 if there's anything you think we should include.
https://github.com/playcanvas/splat-transform/issues/362
The "Kefermarkt Chruch" from Christoph Schindelar: https://www.youtube.com/watch?v=nC6Q2wN-vfM
With the simple equipements, the result is spectacle.
"Hubris: Redux" is a pretty good description of my entire career.
The high points, anyway. The parts worth remembering.
Something I am taking away from this, is every optimization he makes here, takes away from the technologies supporting the overall dynamism of the scene, "dynamism" in terms of things interacting with things. The long solution might well be a very tightly described engine of "dynamism" - data formats, algorithms - that then feeds an optimized splat renderer, millisecond by millisecond.
If anyone wants to just play and walk around a big splat: https://www.useblurry.com/shared/fONoiLF-8AiD
It has 50m splats, captured by XGRIDS K2 camera in roughly 1 hour of walking around.
Gaussian Splats are great, and putting them in Unreal is even better! Do you see splats cropping up in games/sport events? Where next?
Gaussian splats are surprisingly easy to make: https://superspl.at/scene/82eb1744 (I used a thermal camera - so I could also project the IR onto it too)https://superspl.at/scene/f9672a5e
Really great write-up!
"lives in", "ledger" - The most obvious of the obvious claudisms :/