Talking about Gaussian Splatting

Поділитися
Вставка
  • Опубліковано 30 січ 2025

КОМЕНТАРІ • 30

  • @jimcobbler3954
    @jimcobbler3954 Місяць тому +31

    She splat on my Gaussian till I render

    • @mystifoxtech
      @mystifoxtech Місяць тому +2

      I hate how that works, now take my like and get out /pos

  • @amunak_
    @amunak_ Місяць тому +25

    Oh look it's me >///

    • @troyBORG
      @troyBORG Місяць тому +3

      Its also me

    • @Frooxius
      @Frooxius Місяць тому +4

      I've been using that scan to show people the power of Gaussian Splatting. It came out so good! IT'S SO FLUFFY!

    • @Electrolux219
      @Electrolux219 Місяць тому +1

      Ouppy!

    • @regularuser9613
      @regularuser9613 Місяць тому +3

      the floof :0

  • @Oretal
    @Oretal Місяць тому +1

    This thing is super dang interesting!! Imma look into it more, thank you for talking about this subject!

  • @AspenFrostt
    @AspenFrostt Місяць тому +2

    saw gaussian splats and nerfs in some recent corridor videos and wanted to mess with them in resonite, they would be super neat

  • @dauriashi
    @dauriashi Місяць тому +2

    Fakt miluju jak je jednoduchý nahrát prvky přímo do hry a hned je vidět a mít možnost s nima interagovat, asi čas se zase do Resonitu podívat xD

  • @mbladeakita9173
    @mbladeakita9173 Місяць тому +1

    Its neat what you can do in Resonite. Just spawing a video window or objects. Wet dreams for VRChat. But they are getting there slowly.

  • @Ganakel
    @Ganakel Місяць тому +4

    glad to see 3DGS could be integrated in Resonite and i was pretty sure you're working on it because it's so good for VR and web . i made some videos about gaussian splatting on my YT channel with links in description if you want . and a podcast in english about that tech and future

    • @Ganakel
      @Ganakel Місяць тому +1

      FYI the metaverse platform framevr implemented GS this week

  • @Jack_Wolfe
    @Jack_Wolfe Місяць тому +1

    8:48 wait so each splat has an array of information, based on the angle the camera is viewing it from? So could you essentially make visual interactions per eye? Creating depth per angle? But then the resolution of angle points would have to increase the closer you get and decrease as you get further away. So the limiting factor is what shape and what angle and what colour they are per angle.
    So could you have a bunch of "preset particles" to say paint with? and create a group of splats that react specific ways to light and the camera? Essentially making shader based volumes?

    • @Jack_Wolfe
      @Jack_Wolfe Місяць тому

      So whats the resolution of the angle reference for the splats? Can you incrase them? and Decrease them with LOD reference?

    • @oskark312
      @oskark312 Місяць тому

      @@Jack_Wolfe from what i have seen game Dreams on PS4 does something similar.

  • @Jack_Wolfe
    @Jack_Wolfe Місяць тому +1

    EXCITING! It'll be a first for a VR world to incorporate Gaussian Splatting

  • @Jack_Wolfe
    @Jack_Wolfe Місяць тому

    I could listen to you talk tech all day

  • @jonmichaelgalindo
    @jonmichaelgalindo Місяць тому +11

    Gracia AI has a gaussian splatting viewer working in SteamVR. It is technically possible.

    • @Frooxius
      @Frooxius Місяць тому +2

      Oh yeah, there's no reason it wouldn't be possible, it's just matter of putting time into it. There are existing solutions to render these in VR.

  • @Jack_Wolfe
    @Jack_Wolfe Місяць тому +1

    16:26 so is there a way to combine both methods? taking the mesh data from the first one and guiding the gaussian splats to the right depth?

  • @lynrayy
    @lynrayy Місяць тому +3

    1:49 - Yes, objects looks great, but it is not interactable at all. No physics, no lighting, no dynamics and animation. The only thing that can be the same by description above - walls, but there is no splatting needed for it. Any other things on map like props or foliage should be "alive" in vr (You touching leaves on plant and it bends for example) and it is not fit for gaussian splatting

    • @lynrayy
      @lynrayy Місяць тому +3

      Actually i hate static worlds in vrchat. There are a lot of props and NONE of them can't be picked up!

    • @lynrayy
      @lynrayy Місяць тому +4

      I just curious. Can we deform the location of points in space using something like lattice or a classic armature rig? If this were implemented, the static problem could be solved, because the collider can be made from a low-poly silhouette of an object. The complexity remains in the shade of points

    • @krajsyboys
      @krajsyboys Місяць тому

      These are the exact same things I thought about when watching the video as well. I don't see the reason to why we wouldn't be able to deform the spats with different techniques, (I could be wrong since I don't know how they are stored and used behind the scenes,) but I think another issue would be that, while it's amazing how gaussian splats preserve the environmental lighting and reflections, it would probably also be the downside to making it look good when animated.
      I imagine it would en up being like you put a typical polygon character in a specific scene, maybe it's lit with all different kinds of colored light if it's on a disco floor or something. Then imagine baking those lights onto the character and it's textures. If you animate the character, if it's now in a different scene, or even if it's within the same scene the lighting will no longer make any sense.
      So now you'd need some sort of way to remove most if not all ambient lighting from the model or splats, and still have it look good.

  • @05Matz
    @05Matz Місяць тому

    So mesh based photogrammetry tries to recreate the _shape_ of a scene, but Gaussian Splatting tries to recreate the _experience of observing_ it from all angles? So you don't get an actual mesh, but a volume you can look through from different perspectives and see the object as interpolated from the different camera perspectives?
    Sounds useful (they sure look gorgeous when they work) but restrictive, in that everything's "baked in" and you can't really easily make them respond to outside influences (lighting, etc.)

  • @raqtty
    @raqtty Місяць тому +1

    are u from czech republic?

  • @emiliomorles_vr
    @emiliomorles_vr Місяць тому +1

    😎👍