slimbuck

Joined 4 years ago

Karma
46
Submissions
28
Member since
Sep 2
Donovan Hutchence, Software engineer

https://slimbuck.com https://github.com/slimbuck

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Recent submissions

Comment · 5 days ago
Hi Wieland and congrats on your paper!

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!

Comment · 6 days ago
The biggest update is adding alpha compensation (alpha > 1). With this in place we can addresses the gaps that appear after performing many rounds of decimation.
Comment · 6 days ago
Comment · 1 month ago
We could get better compression using a custom encoder, however with webp the browser decodes off the main thread, copies the resulting data to GPU memory and caches the images for us. All very useful on the web!
Comment · 1 month ago
Comment · 3 months ago
The two challenges with something like this are:

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.

Comment · 3 months ago
(And if that doesn't work for you, please let me know!)
Comment · 3 months ago
Hello, I'm wondering whatever you mean? You can absolutely walk around the church indoors on mobile. Just tap to walk.
Comment · 5 months ago
If you can, please check any output/errors on the developer console?
Comment · 5 months ago
We (playcanvas) use k-means clustering to generate a 64k entry palette of coefficients in our SOG compressed GS format.

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.

Comment · 1 year ago
Right, thanks for confirming. It seems firefox related. We'll get this patched asap!

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