slimbuck
Joined 4 years ago
Joined 4 years ago
The issue you saw had been addressed in 1.7.0. We were generating codebooks for color and scale using k-means, which would result in bad values sometimes for the extremes. In 1.7.0 we switched to an optimal quantiser with outlier handling. It was actually surprisingly hard to get this right.
I just got opus to valid this now and it found another issue with our scale codebook gen, which I will fix now. Huzzzah!
Scenes often comprise gigabytes of lossless webp, some of which you can see at https://superspl.at.
1. Capturing the entire scene with photos or video and converting ("training") these into a 3d Gaussian splat. This is what Vincent did so well with Grace. Open source tools for training are Brush and Lichtfeld Studio.
2. Creating a user experience with the resulting capture. In the case of Grace it involved adding the peek effect, camera controls, moving cars etc. This was all done using PlayCanvas as the article describes, which is also open source.
There is still some art to doing 1 well, but with a capable LLM agent and our (PlayCanvas') awesome community on Discord, you could probably manage both.
The data savings are huge, but the compression step is slow and requires a GPU.
It would be awesome if we could find a better/faster method of compressing these 45 dimensional monsters.
https://slimbuck.com https://github.com/slimbuck