I had no idea SOG was being used this way, so cool! I'm busy working on V3 if there's anything you think we should include.
There's an interesting recent Siggraph paper on scaling up Gaussian splatting in a very different way, which offers some interesting benefits; Gaussian point splatting.
* Video: https://www.youtube.com/watch?v=2AWv_nIfp-U
* Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...
"Hubris: Redux" is a pretty good description of my entire career.
The high points, anyway. The parts worth remembering.
Something I am taking away from this, is every optimization he makes here, takes away from the technologies supporting the overall dynamism of the scene, "dynamism" in terms of things interacting with things. The long solution might well be a very tightly described engine of "dynamism" - data formats, algorithms - that then feeds an optimized splat renderer, millisecond by millisecond.
The "Kefermarkt Chruch" from Christoph Schindelar: https://www.youtube.com/watch?v=nC6Q2wN-vfM
With the simple equipements, the result is spectacle.
Thank you. The realtime version linked from the video is even more impressive!
If anyone wants to just play and walk around a big splat: https://www.useblurry.com/shared/fONoiLF-8AiD
It has 50m splats, captured by XGRIDS K2 camera in roughly 1 hour of walking around.
Gaussian Splats are great, and putting them in Unreal is even better! Do you see splats cropping up in games/sport events? Where next?
Gaussian splats are surprisingly easy to make: https://superspl.at/scene/82eb1744 (I used a thermal camera - so I could also project the IR onto it too)https://superspl.at/scene/f9672a5e
I could swear I saw something about an NFL broadcast using them. They were part of the PGA championship broadcast.
They are not that easy to make in my experience. I struggled a bit with my phone camera images and moved onto my iPad images.
"lives in", "ledger" - The most obvious of the obvious claudisms :/
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.