darhodester

Joined 9 months ago

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255
Submissions
28
Member since
Jan 18
GSOPs for SideFX Houdini https://github.com/cgnomads/GSOPs/
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Comment · 9 months ago
Comment · 9 months ago
Read the room. Plenty of people are interested in the aesthetics and the technology.
Comment · 9 months ago
Comment · 9 months ago
Comment · 9 months ago
Yes, it's quite trivial to convert traditional CG to Gaussian splats. We can render our scenes/objects just as we would capture physical spaces. The additional benefits of using synthetic data is 100% accurate camera poses (alignment) which means the structure from motion (SfM) step can be bypassed.

It's also possible to splat from textured meshes directly, see: https://github.com/electronicarts/mesh2splat. This approach yields high quality, PBR compatible splats, but is not quite as efficient as a traditional training workflow. This approach will likely become mainstream in third party render engines, moving forward.

Why do this? 1. Consistent, streamlined visuals across a massive ecosystem, including content creation tools, the web, and XR headsets. 2. High fidelity, compressed visuals. With SOGs compression, splats are going to become the dominant 3D representation on the web (see https://superspl.at). 3. E-commerce (product visualizations, tours, real-estate, etc.) 4. Virtual production (replace green screens with giant LED walls). 5. View-dependent effects without (traditional) shaders or lighting

It's not just about the aesthetic, it's also about interoperability, ease of use, and the entire ecosystem.

Comment · 9 months ago
First, all credit for execution and vision of Helicopter go to A$AP, Dan Streit, and Grin Machine (https://www.linkedin.com/company/grin-machine/about/). Evercoast and Wild Capture were also involved.

Second, it's very motivating to read this! My background is in video game development (only recently transitioning to VFX). My dream is to make a Gaussian splatting content creation and game development platform with social elements. One of the most exciting aspects of Gaussian splatting is that it democratizes high quality content acquisition. Let's make casual and micro games based on the world around us and share those with our friends and communities.

Comment · 9 months ago
I believe most of the "voxel" approaches also require some type of inference (MLP). This limits the use case and ability to finely control edits. Gaussian splatting is amazing because each Gaussian is just a point in space with a rotation and non-uniform scale.

The most expensive part of Gaussian splatting is depth sorting.

Comment · 9 months ago
That's hurtful.
Comment · 9 months ago
Grin Machine knocked this out of the park!

Great job, Chris and crew!

Comment · 9 months ago
Some companies have a proprietary file format for compressed 4D Gaussian splatting. For example: https://www.gracia.ai and https://www.4dv.ai.

Check this project, for example: https://zju3dv.github.io/freetimegs/

Unfortunately, these formats are currently closed behind cloud processing so adoption is a rather low.

Before Gaussian splatting, textured mesh caches would be used for volumetric video (e.g. Alembic geometry).

Comment · 9 months ago
Comment · 9 months ago
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 other words, if you take images from a certain angle that contain an object, and remove that object for other views, it can produce a lenticular/holographic effect.

Comment · 9 months ago
I have. Personally, I'm a big fan of hybrid representations like this. An underlying mesh helps with relighting, deformation, and effective editing operations (a mesh is a sparse node graph for an otherwise unstructured set of data).

However, surface-based constraints can prevent thin surfaces (hair/fur) from reconstructing as well as vanilla 3DGS. It might also inhibit certain reflections and transparency from being reconstructed as accurately.

Comment · 9 months ago
I do believe a BTS is being developed.
Comment · 9 months ago
Yes: https://irrealix.com/plugin/gaussian-splatting-davinci-resol...

(I'm not the author.)

You can train your own splats using Brush or OpenSplat

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