Great work, very helpful! I also am trying to get models from old videos. I was able to improve the crispness of my result by exporting extra frames from the video (increase the probability of exporting an in focus frame). Then I removed the blurry ones by calculating the canny edges of the GRAYSCALE representation of each image using "img = cv2.imread(imgSrc ,cv2.IMREAD_GRAYSCALE)" "threshold = np.mean(cv2.Canny(img,50,250)"
Love watching your experiments! Have you tried to see what the minimum amount of images you can use to get a good model. Then you could you a DSLR camera with really slow shutter speed to get good night images and build a module from them. I'd love to try it out, just have to finish other projects first
it would be interesting to see you make a tutorial on how to do this..... im sure many viewers, including myself, have little to no idea how to get started doing this.
Well I have to think about it. Although The NeRF Guru Jonathan Stephen has made good tutorial about it. And this is where I learned to make Gaussian Splatting: ua-cam.com/video/UXtuigy_wYc/v-deo.htmlsi=YjCvsrRHfaxmQ2yX
Great video! I recently found out that I can use all of my old 360 videos whether I'm in the footage or not and it will work! I even tested out an old 360 drone shot and it did a pretty good job of recreating the area. Keep it up! 🙌
I don't understand how the back sides of objects are being rendered correctly. Take for example those pallets that were in the corner, I know you didn't take your camera behind those, yet it looks like the 3D rendering is accurately showing their depth. Let's take something silly, what if there was a leprechaun standing behind a trash can, and you walked by with your camera, how would the 3D rendering know it was there? Skip the leprechaun, how does it know enough to make the trash can round all the way, unless you recorded all angles, is it just guessing? Absolutely fascinating.
I have a question about these gaussian splatting scenes. Can you do modular environments with them? By that I mean can you isolate a part of the scene like a door or a car and reuse it or recombine it in a different way in another scene just like we do with photgrammetry scenes? Or is the result totaly static with no creative freedom?
Of course you can mix and remix, just like you can composite video and imagery. - You could use photoshop on frames, use 3d renderings of environments and splice them in etc.
I've had best results using a shoot- step-pause-shoot-step... iterative approach with 360 still frames masked out around my body. Pausing reduces blur and the wide field of view gives the algorithm more features to lock in the camera poses. This allows for fast reliable high resolution capture with low data storage.
So happy to come across your video. I am a film director and working for a low budget music video. I had in mind to incorporate some scanned scene in the music video using the glitches and error in scanning as a surnatural effect with a a strong mood. I did some test with Luma ai. However I am wondering with what software are you rendering the final file and also going into it ? I was wanted to use luma and Blender or a realtime engine. What's your softwares ? Cheers
How possible is it to do dynamic environments with gaussian splatting? I'm aware of stuff like composite NERFs but is it possible to perform realtime shader like operations while rendering?
Excellent work Olli !!, when you comment on the editing in Insta 360 Studio, are you referring to a 360 video "Reframe" job and then you work in GSplatting with a 2D video?
No I don't use the full 360 footage. I render a cropped 16:9 video out from 360 footage. And I use "Natural view" option to get straight perspective. Gaussian Splatting point cloud calculation do not work that well with the distorted fish eye looking footage.
Moi Olli! I use the same kit. Do you slow your reframed/overcaptured 360 footage down to 1/4 speed and take off the motion blur? I have found this is very good for my workflow. I use M2Pro but are you also using a PC? Best wishes, Ian
Well I’m not sure. I have seen some AR experiments where they already use these Gaussian Splatting models on iPad or another ios device. There is lot of stuff in twitter right now on this topic. For the training we still need for now the Nvidia cards because the INRIAs sorce code is based on CUDA but for watching ready-made GS model it seems that we can do almost on any device. I’m sure that there will be a decent viewer for Apple also soon. Or someone will relase a proper WEB based viewer very soon. Lot of happening aroud this topic right now!
Hey oli, loving your videos and process sharing. Have you found much quality difference between the Gaussian splatting softwares? I’m loving post shot for its easy interface and how it can take in footage and select the images for you, But most importantly I wondered if there are other Gaussian splattering software that gives better results.
Yes. One thing that greatly affects the quality of Gaussian Splatting models is a feature called Spherical Harmonics. It has three levels. Some of the services are able to show SH level three, where the model is at its best. Others don't and the model looks very flat. I have noticed that this happens in some plugins when the PLY file is exported to, for example, Unreal Engine or Spline service online.
@@OlliHuttunen78 Thanks oli, yes, I noticed when I compared the 2 unreal plugins, luma and the Japanese research one; Luma didn’t have the harmonics, while the Japanese one did, however the Japanese one ran much slower. However I meant when calculating the Gaussian splat; do some softwares calculate better than others when given the same image set.?
It's quite interesting how similar end results each of these available splat generators produce from the same image material. Luma AI and Polycam are pretty good at the moment, but I don't know how many iteration steps they will eventually subtract from the GS model (maybe 30k at most). With the Postshot program, you get the best results because you can determine how precisely GS model is trained. I haven't been very successful in doing tests with Nerfstudio, but there is an opportunity to use the Splatfacto and Splatfacto-Big methods which should somehow improve the accuracy of Gaussian Splatting. I haven't found out much about them whether they really make much of a difference. But I think Postshot is best when you let it really train the model as far as say 300k iteration steps or more. Then the model will already have a lot of accuracy.
@@OlliHuttunen78 thanks for the detailed reply! I feel this is gonna really get big for unreal, now that the Gaussian splats can cast shadows in 5.4, but I’m waiting for when it’s visible in reflections, That will be a big game changer for environment capture and tweaking
guys did anyone tried to train 3dgs on full 360 image? (equirectangular) I'm training on the 6-cubes format but I think it will be better to have a rasterizer that can be fed with full 360 images
Super nice. Can I ask if you are using this technique (ua-cam.com/video/LQNBTvgljAw/v-deo.html) to create 3DGS from 360 cam ? Do you know if there is a way to use Agisoft metashape for example, which is much faster than colmap and natively takes 360 images as input ? Thanks
Yes. I tried that technique that Jonathan showed on that tutorial. But it is quite complicate. So many steps and convertsion to Cube map. And it is not full 360 picture because it left the top and bottom part off from the counting. But as Jonathan said there is some better way to do it also. I'm curious to see what it is. For the point cloud conversion I have heard that basically all photgrammetry program which creates point cloud based the source images is valid for generating a Gaussian splatting model for training. Source code that INRIA has developed uses .ply files as point clouds. It is worth to try if Agisoft can produce that same format.
Soon you’ll be able to stitch splats together with AI finding patterned structures in the data. That would be sick because then you could do an entire stadium 🏟️ live and we could all fly around it in VR…. The crazy part is that’s less than 5 years away 🫠
Interesting 🤔 I always assumed the more light The better result based on my experience 3d scanning, I am going to have to retain my brain bc the two are similar yet very different when capturing for certain intended results. Great work and info, love your channel you rock 🖖😎🍻
i understand from 2:45+ that you export only every ~10th frame to use with the algorithms? why not export every frame and then run a tool that decides per picture if it is too blurry or artefact affected? that would improve the quality by using only the best frames 🙂
Hienolta kyllä näyttää! Onko tästä Gaussian Splating -tekniikasta mitään hyötyä siinä tapauksessa, jos haluaa luoda rakennuksesta 3D-mallin vaikkapa Unreal Engineen? Vai onko lopputulos samaa laatua kuin Luma AI:llä?
En ole vielä testannut. Gaussian Splatting plugi Unrealille on vasta pari päivää sitten julkaistu marketplaceen. Se hyödyntää Niagara partikkeleita koska tässä pelataan pistepilvien kanssa. Ihan niin tarkkaa kuin polygoneista rakennettua pintamallia näistä ei varmaankaan saa mutta ulkonäöllisesti hyvin paljon alkuperäistä kuvaa muistuttavan mallin kyllä.
We'll be able to save our memories in full 3d explorable environments!
No way this won't be used in video games in the future. I can't wait until this works on common PCs for photos and videos. This is really amazing.
There's lots of crap on UA-cam. But your channel is actually interesting. Thanks for doing this!
Great work, very helpful! I also am trying to get models from old videos. I was able to improve the crispness of my result by exporting extra frames from the video (increase the probability of exporting an in focus frame). Then I removed the blurry ones by calculating the canny edges of the GRAYSCALE representation of each image using "img = cv2.imread(imgSrc ,cv2.IMREAD_GRAYSCALE)" "threshold = np.mean(cv2.Canny(img,50,250)"
Exactly my thought, run some lower-tech tools to filter the poor stills out so you feed it the best possible data.
Love watching your experiments! Have you tried to see what the minimum amount of images you can use to get a good model. Then you could you a DSLR camera with really slow shutter speed to get good night images and build a module from them. I'd love to try it out, just have to finish other projects first
it would be interesting to see you make a tutorial on how to do this..... im sure many viewers, including myself, have little to no idea how to get started doing this.
Well I have to think about it. Although The NeRF Guru Jonathan Stephen has made good tutorial about it. And this is where I learned to make Gaussian Splatting: ua-cam.com/video/UXtuigy_wYc/v-deo.htmlsi=YjCvsrRHfaxmQ2yX
This is great
Great video! I recently found out that I can use all of my old 360 videos whether I'm in the footage or not and it will work! I even tested out an old 360 drone shot and it did a pretty good job of recreating the area. Keep it up! 🙌
great captures! the 360 camera turns out so well
I would love to try this with a light-sensitive camera + lens
Wow great ! We want more Gaussian Splatting video 😂
MAN, this is mind blowing!!!
Very nice test!
I don't understand how the back sides of objects are being rendered correctly. Take for example those pallets that were in the corner, I know you didn't take your camera behind those, yet it looks like the 3D rendering is accurately showing their depth. Let's take something silly, what if there was a leprechaun standing behind a trash can, and you walked by with your camera, how would the 3D rendering know it was there? Skip the leprechaun, how does it know enough to make the trash can round all the way, unless you recorded all angles, is it just guessing? Absolutely fascinating.
Very impressive. How come it even does the reflections in the puddles?
I have a question about these gaussian splatting scenes. Can you do modular environments with them? By that I mean can you isolate a part of the scene like a door or a car and reuse it or recombine it in a different way in another scene just like we do with photgrammetry scenes? Or is the result totaly static with no creative freedom?
Of course you can mix and remix, just like you can composite video and imagery. - You could use photoshop on frames, use 3d renderings of environments and splice them in etc.
I've had best results using a shoot- step-pause-shoot-step... iterative approach with 360 still frames masked out around my body. Pausing reduces blur and the wide field of view gives the algorithm more features to lock in the camera poses. This allows for fast reliable high resolution capture with low data storage.
fascinating. great work.
So happy to come across your video. I am a film director and working for a low budget music video. I had in mind to incorporate some scanned scene in the music video using the glitches and error in scanning as a surnatural effect with a a strong mood. I did some test with Luma ai. However I am wondering with what software are you rendering the final file and also going into it ?
I was wanted to use luma and Blender or a realtime engine.
What's your softwares ?
Cheers
How possible is it to do dynamic environments with gaussian splatting? I'm aware of stuff like composite NERFs but is it possible to perform realtime shader like operations while rendering?
Excellent work Olli !!, when you comment on the editing in Insta 360 Studio, are you referring to a 360 video "Reframe" job and then you work in GSplatting with a 2D video?
No I don't use the full 360 footage. I render a cropped 16:9 video out from 360 footage. And I use "Natural view" option to get straight perspective. Gaussian Splatting point cloud calculation do not work that well with the distorted fish eye looking footage.
Moi Olli! I use the same kit. Do you slow your reframed/overcaptured 360 footage down to 1/4 speed and take off the motion blur? I have found this is very good for my workflow.
I use M2Pro but are you also using a PC?
Best wishes,
Ian
Great content as always! 🙌 Can you use 3DGS without a Nvidia card, like if you only have a Apple silicon computer?
Well I’m not sure. I have seen some AR experiments where they already use these Gaussian Splatting models on iPad or another ios device. There is lot of stuff in twitter right now on this topic. For the training we still need for now the Nvidia cards because the INRIAs sorce code is based on CUDA but for watching ready-made GS model it seems that we can do almost on any device. I’m sure that there will be a decent viewer for Apple also soon. Or someone will relase a proper WEB based viewer very soon. Lot of happening aroud this topic right now!
Hey oli, loving your videos and process sharing.
Have you found much quality difference between the Gaussian splatting softwares?
I’m loving post shot for its easy interface and how it can take in footage and select the images for you,
But most importantly I wondered if there are other Gaussian splattering software that gives better results.
Yes. One thing that greatly affects the quality of Gaussian Splatting models is a feature called Spherical Harmonics. It has three levels. Some of the services are able to show SH level three, where the model is at its best. Others don't and the model looks very flat. I have noticed that this happens in some plugins when the PLY file is exported to, for example, Unreal Engine or Spline service online.
@@OlliHuttunen78
Thanks oli, yes, I noticed when I compared the 2 unreal plugins, luma and the Japanese research one;
Luma didn’t have the harmonics, while the Japanese one did, however the Japanese one ran much slower.
However I meant when calculating the Gaussian splat; do some softwares calculate better than others when given the same image set.?
It's quite interesting how similar end results each of these available splat generators produce from the same image material. Luma AI and Polycam are pretty good at the moment, but I don't know how many iteration steps they will eventually subtract from the GS model (maybe 30k at most). With the Postshot program, you get the best results because you can determine how precisely GS model is trained. I haven't been very successful in doing tests with Nerfstudio, but there is an opportunity to use the Splatfacto and Splatfacto-Big methods which should somehow improve the accuracy of Gaussian Splatting. I haven't found out much about them whether they really make much of a difference. But I think Postshot is best when you let it really train the model as far as say 300k iteration steps or more. Then the model will already have a lot of accuracy.
@@OlliHuttunen78 thanks for the detailed reply!
I feel this is gonna really get big for unreal, now that the Gaussian splats can cast shadows in 5.4, but I’m waiting for when it’s visible in reflections,
That will be a big game changer for environment capture and tweaking
guys did anyone tried to train 3dgs on full 360 image? (equirectangular) I'm training on the 6-cubes format but I think it will be better to have a rasterizer that can be fed with full 360 images
Super nice. Can I ask if you are using this technique (ua-cam.com/video/LQNBTvgljAw/v-deo.html) to create 3DGS from 360 cam ?
Do you know if there is a way to use Agisoft metashape for example, which is much faster than colmap and natively takes 360 images as input ?
Thanks
Yes. I tried that technique that Jonathan showed on that tutorial. But it is quite complicate. So many steps and convertsion to Cube map. And it is not full 360 picture because it left the top and bottom part off from the counting. But as Jonathan said there is some better way to do it also. I'm curious to see what it is. For the point cloud conversion I have heard that basically all photgrammetry program which creates point cloud based the source images is valid for generating a Gaussian splatting model for training. Source code that INRIA has developed uses .ply files as point clouds. It is worth to try if Agisoft can produce that same format.
Very cool. Tell me, can you capture a person using this technology?
Sure you can!
how would depth of field affect these? as larger sensor cameras always have more limited depth of field?
Soon you’ll be able to stitch splats together with AI finding patterned structures in the data. That would be sick because then you could do an entire stadium 🏟️ live and we could all fly around it in VR…. The crazy part is that’s less than 5 years away 🫠
Interesting 🤔 I always assumed the more light The better result based on my experience 3d scanning, I am going to have to retain my brain bc the two are similar yet very different when capturing for certain intended results.
Great work and info, love your channel you rock
🖖😎🍻
hey this is amazing, can this be done on a mac?
i understand from 2:45+ that you export only every ~10th frame to use with the algorithms? why not export every frame and then run a tool that decides per picture if it is too blurry or artefact affected? that would improve the quality by using only the best frames 🙂
What kind of tool would automatically identify less usable frames? Any example?
Why are most of the footage shot in the same areas as its inception/reconditioning. Ask raven hole where ravenol disappeared situation
Hienolta kyllä näyttää! Onko tästä Gaussian Splating -tekniikasta mitään hyötyä siinä tapauksessa, jos haluaa luoda rakennuksesta 3D-mallin vaikkapa Unreal Engineen? Vai onko lopputulos samaa laatua kuin Luma AI:llä?
En ole vielä testannut. Gaussian Splatting plugi Unrealille on vasta pari päivää sitten julkaistu marketplaceen. Se hyödyntää Niagara partikkeleita koska tässä pelataan pistepilvien kanssa. Ihan niin tarkkaa kuin polygoneista rakennettua pintamallia näistä ei varmaankaan saa mutta ulkonäöllisesti hyvin paljon alkuperäistä kuvaa muistuttavan mallin kyllä.
is 8gb vram good or should i go with rtx 3060 12gb. I can't decide between rtx 3060 and rtx 3070
🔥
can i import it into blender?
this could probably be used as a convenient way to automatically remove artifacts from video, if implemented into NLEs
nice
The past tense of shoot is "shot", not "shooted". :)
king