| ▲ | Gaussian Splatting – A$AP Rocky "Helicopter" music video(radiancefields.com) |
| 410 points by ChrisArchitect 7 hours ago | 141 comments |
| https://www.youtube.com/watch?v=g1-46Nu3HxQ |
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| ▲ | Foreignborn 2 hours ago | parent | next [-] |
| I want to shoutout Nial Ashley (aka Llainwire) for doing this in 2023 as a solo act and doing the visuals himself as well - https://www.youtube.com/watch?v=M1ZXg5wVoUU A shame that kid was slept on. Allegedly (according to discord) he abandoned this because so many artists reached out to have him do this style of mv, instead of wanting to collaborate on music. |
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| ▲ | darhodester 6 hours ago | parent | prev | next [-] |
| Hi, I'm David Rhodes, Co-founder of CG Nomads, developer of GSOPs (Gaussian Splatting Operators) for SideFX Houdini. GSOPs was used in combination with OTOY OctaneRender to produce this music video. If you're interested in the technology and its capabilities, learn more at https://www.cgnomads.com/ or AMA. Try GSOPs yourself: https://github.com/cgnomads/GSOPs (example content included). |
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| ▲ | henjodottech 2 hours ago | parent | next [-] | | I’m fascinated by the aesthetic of this technique. I remember early versions that were completely glitched out and presented 3d clouds of noise and fragments to traverse through. I’m curious if you have any thoughts about creatively ‘abusing’ this tech? Perhaps misaligning things somehow or using some wrong inputs. | | |
| ▲ | darhodester 33 minutes ago | parent | next [-] | | There's a ton of fun tricks you can perform with Gaussian splatting! You're right that you can intentionally under-construct your scenes. These can create a dream-like effect. It's also possible to stylize your Gaussian splats to produce NPR effects. Check out David Lisser's amazing work: https://davidlisser.co.uk/Surface-Tension. Additionally, you can intentionally introduce view-dependent ghosting artifacts. In other words, if you take images from a certain angle that contain an object, and remove that object for other views, it can produce a lenticular/holographic effect. | |
| ▲ | darhodester 31 minutes ago | parent | prev [-] | | The ghost effect is pretty cool, too!
https://www.youtube.com/watch?v=DQGtimwfpIo |
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| ▲ | c-fe 2 hours ago | parent | prev | next [-] | | Hi David, have you looked into alternatives to 3DGS like https://meshsplatting.github.io/ that promise better results and faster training? | | |
| ▲ | darhodester 42 minutes ago | parent [-] | | I have. Personally, I'm a big fan of hybrid representations like this. An underlying mesh helps with relighting, deformation, and effective editing operations (a mesh is a sparse node graph for an otherwise unstructured set of data). However, surface-based constraints can prevent thin surfaces (hair/fur) from reconstructing as well as vanilla 3DGS. It might also inhibit certain reflections and transparency from being reconstructed as accurately. |
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| ▲ | dostick 4 hours ago | parent | prev | next [-] | | Can such plugin be possible for Davinci Resolve, to have merge of scene captured from two iPhones with spatial data, into 3D scene?
With M4 that shouldn’t be problem? | | | |
| ▲ | chrisjj an hour ago | parent | prev | next [-] | | high-quality 3D content Would have been nice to see some in the video. | |
| ▲ | jeffgreco 3 hours ago | parent | prev | next [-] | | Great work! I’d love to see a proper BTS or case study. | | | |
| ▲ | moralestapia 4 hours ago | parent | prev | next [-] | | Random question, since I see your username is green. How did you find out this was posted here? Also, great work! | | |
| ▲ | darhodester 4 hours ago | parent [-] | | My friend and colleague shared a link with me. Pretty cool to see this trending here. I'm very passionate about Gaussian splatting and developing tools for creatives. And thank you! |
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| ▲ | sbierwagen 6 hours ago | parent | prev [-] | | From the article: >Evercoast deployed a 56 camera RGB-D array Do you know which depth cameras they used? | | |
| ▲ | bininunez 3 hours ago | parent | next [-] | | We (Evercoast) used 56 RealSense D455s. Our software can run with any camera input, from depth cameras to machine vision to cinema REDs. But for this, RealSense did the job. The higher end the camera, the more expensive and time consuming everything is. We have a cloud platform to scale rendering, but it’s still overall more costly (time and money) to use high res. We’ve worked hard to make even low res data look awesome. And if you look at the aesthetic of the video (90s MTV), we didn’t need 4K/6K/8K renders. | | |
| ▲ | bredren 12 minutes ago | parent [-] | | You may have explained this elsewhere, but if not—-what kind of post processing did you do to upscale or refine the realsense video? Can you add any interesting details on the benchmarking done against the RED camera rig? |
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| ▲ | darhodester 5 hours ago | parent | prev | next [-] | | Aha: https://www.red.com/stories/evercoast-komodo-rig So likely RealSense D455. | |
| ▲ | darhodester 5 hours ago | parent | prev | next [-] | | I was not involved in the capture process with Evercoast, but I may have heard somewhere they used RealSense cameras. I recommend asking https://www.linkedin.com/in/benschwartzxr/ for accuracy. | |
| ▲ | secretsatan 5 hours ago | parent | prev | next [-] | | Couldn’t you just use iphone pros for this?
I developed an app specifically for photogrammetry capture using AR and the depth sensor as it seemed like a cheap alternative. EDIT:
I realize a phone is not on the same level as a red camera, but i just saw iphones as a massively cheaper option to alternatives in the field i worked in. | | |
| ▲ | F7F7F7 5 hours ago | parent | next [-] | | ASAP Rocky has a fervent fanbase who's been anticipating this album. So I'm assuming that whatever record label he's signed to gave him the budget. And when I think back to another iconic hip hop (iconic that genre) video where they used practical effects and military helicopters chasing speedboats in the waters off of Santa Monica...I bet they had change to spear. | |
| ▲ | numpad0 3 hours ago | parent | prev | next [-] | | A single camera only captures the side of the object facing the camera. Knowing how far away that camera facing side of a Rubik's Cube help if you were making educated guesses(novel view synthesis), but it won't solve the problem of actually photographing the backside. There are usually six sides on a cube, which means you need minimum six iPhone around an object to capture all sides of it to be able to then freely move around it. You might as well seek open-source alternatives than relying on Apple surprise boxes for that. In cases where your subject would be static, such as it being a building, then you can wave around a single iPhone for the same effect for a result comparable to more expensive rigs, of course. | |
| ▲ | darhodester 5 hours ago | parent | prev | next [-] | | I think it's because they already had proven capture hardware, harvest, and processing workflows. But yes, you can easily use iPhones for this now. | | |
| ▲ | secretsatan 3 hours ago | parent [-] | | Looks great by the way, i was wondering if there’s a file format for volumetric video captures | | |
| ▲ | darhodester 29 minutes ago | parent | next [-] | | Some companies have a proprietary file format for compressed 4D Gaussian splatting. For example: https://www.gracia.ai and https://www.4dv.ai. Check this project, for example: https://zju3dv.github.io/freetimegs/ Unfortunately, these formats are currently closed behind cloud processing so adoption is a rather low. Before Gaussian splatting, textured mesh caches would be used for volumetric video (e.g. Alembic geometry). | |
| ▲ | secretsatan an hour ago | parent | prev [-] | | Recording pointclouds over time i guess i mean. I’m not going to pretend to understand video compression, but could it be possible to do the following movement aspect in 3d the same as 2d? |
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| ▲ | fastasucan 5 hours ago | parent | prev [-] | | Why would they go for the cheapest option? | | |
| ▲ | secretsatan 4 hours ago | parent [-] | | It was more the point that technology is much cheaper. The company i worked for had completely missed it while trying to develop in house solutions. |
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| ▲ | brcmthrowaway 5 hours ago | parent | prev [-] | | Kinect Azure |
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| ▲ | nodra 7 hours ago | parent | prev | next [-] |
| Never did I think I would ever see anything close to related to A$AP on HN. I love this place. |
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| ▲ | keiferski 6 hours ago | parent | next [-] | | Hah, for the past day, I've been trying to somehow submit the Helicopter music video / album as a whole to HN. Glad someone figured out the angle was Gaussian. | |
| ▲ | stickfigure 6 hours ago | parent | prev | next [-] | | Is he wearing... hair curlers? | | | |
| ▲ | wahnfrieden 6 hours ago | parent | prev | next [-] | | And nearly a Carti post at the top of HN | | | |
| ▲ | callbacked 4 hours ago | parent | prev | next [-] | | yeah that had me do a double take lol | |
| ▲ | joshcsimmons 5 hours ago | parent | prev [-] | | Why is that “cool” or desirable? | | |
| ▲ | amazingman 4 hours ago | parent | next [-] | | Because expertise, love, and care cut across all human endeavor, and noticing those things across domains can be a life affirming kind of shared experience. | | |
| ▲ | shikshake 4 hours ago | parent [-] | | Perfect comment, but it’s very funny to me that you even needed to say it. Some folks on here talk like moon people who have never met humans before. |
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| ▲ | nodra 4 hours ago | parent | prev [-] | | Desirable because it’s a rare culture + tooling combo. I’m into both and HN is one of the few places I would see them come together. So yeah, “cool” | | |
| ▲ | throwadobe an hour ago | parent [-] | | For some value of "culture" | | |
| ▲ | nodra 33 minutes ago | parent | next [-] | | What do you mean by that? | | |
| ▲ | throwadobe 19 minutes ago | parent [-] | | It's pretty shitty music. Not particularly elaborate, sophisticated, interesting, stimulating, or tonally remarkable. | | |
| ▲ | zapzupnz 3 minutes ago | parent [-] | | Not everything has to be. Sometimes, an artist's style or a particular track just hits a particular vibe one may be after or need in a particular moment. Don't trash something just because it's not your vibe. Not everything has to be Mozart. |
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| ▲ | yeeetz 34 minutes ago | parent | prev [-] | | don't be a square | | |
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| ▲ | pleurotus 6 hours ago | parent | prev | next [-] |
| Super cool to read but can someone eli5 what Gaussian splatting is (and/or radiance fields?) specifically to how the article talks about it finally being "mature enough"? What's changed that this is now possible? |
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| ▲ | meindnoch 5 hours ago | parent | next [-] | | 1. Create a point cloud from a scene (either via lidar, or via photogrammetry from multiple images) 2. Replace each point of the point cloud with a fuzzy ellipsoid, that has a bunch of parameters for its position + size + orientation + view-dependent color (via spherical harmonics up to some low order) 3. If you render these ellipsoids using a differentiable renderer, then you can subtract the resulting image from the ground truth (i.e. your original photos), and calculate the partial derivatives of the error with respect to each of the millions of ellipsoid parameters that you fed into the renderer. 4. Now you can run gradient descent using the differentiable renderer, which makes your fuzzy ellipsoids converge to something closely reproducing the ground truth images (from multiple angles). 5. Since the ellipsoids started at the 3D point cloud's positions, the 3D structure of the scene will likely be preserved during gradient descent, thus the resulting scene will support novel camera angles with plausible-looking results. | | |
| ▲ | klondike_klive 4 hours ago | parent | next [-] | | You... you must have been quite some 5 year old. | | |
| ▲ | SchemaLoad 2 hours ago | parent [-] | | Some things would be literally impossible to properly explain to a 5 year old. | | |
| ▲ | zapzupnz a few seconds ago | parent [-] | | If one actually tried to explain to a five year old, they can use things like analogy, simile, metaphor, and other forms of rhetoric. This was just a straight-up technical explanation. |
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| ▲ | renewiltord 2 hours ago | parent | prev | next [-] | | Great explanation/simplification. Top quality contribution. | |
| ▲ | chrisjj an hour ago | parent | prev [-] | | Or: Matrix bullet time with more viewpoints and less quality. |
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| ▲ | ravedave5 2 minutes ago | parent | prev | next [-] | | This is a REALLY good video explaining it. https://www.youtube.com/watch?v=eekCQQYwlgA | |
| ▲ | tel 6 hours ago | parent | prev | next [-] | | Gaussian splatting is a way to record 3-dimensional video. You capture a scene from many angles simultaneously and then combine all of those into a single representation. Ideally, that representation is good enough that you can then, post-production, simulate camera angles you didn't originally record. For example, the camera orbits around the performers in this music video are difficult to imagine in real space. Even if you could pull it off using robotic motion control arms, it would require that the entire choreography is fixed in place before filming. This video clearly takes advantage of being able to direct whatever camera motion the artist wanted in the 3d virtual space of the final composed scene. To do this, the representation needs to estimate the radiance field, i.e. the amount and color of light visible at every point in your 3d volume, viewed from every angle. It's not possible to do this at high resolution by breaking that space up into voxels, those scale badly, O(n^3). You could attempt to guess at some mesh geometry and paint textures on to it compatible with the camera views, but that's difficult to automate. Gaussian splatting estimates these radiance fields by assuming that the radiance is build from millions of fuzzy, colored balls positioned, stretched, and rotated in space. These are the Gaussian splats. Once you have that representation, constructing a novel camera angle is as simple as positioning and angling your virtual camera and then recording the colors and positions of all the splats that are visible. It turns out that this approach is pretty amenable to techniques similar to modern deep learning. You basically train the positions/shapes/rotations of the splats via gradient descent. It's mostly been explored in research labs but lately production-oriented tools have been built for popular 3d motion graphics tools like Houdini, making it more available. | | |
| ▲ | cubefox 4 hours ago | parent [-] | | > Gaussian splatting is a way to record 3-dimensional video. I would say it's a 3D photo, not a 3D video. But there are already extensions to dynamic scenes with movement. | | |
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| ▲ | dmarcos 6 hours ago | parent | prev | next [-] | | It’s a point cloud where each point is a semitransparent blob that can have a view dependent color: color changes depending on direction you look at them. Allowing to capture reflections, iridescence… You generate the point clouds from multiple images of a scene or an object and some machine learning magic | |
| ▲ | KerrickStaley an hour ago | parent | prev | next [-] | | This 2-minute video is a great intro to the topic https://www.youtube.com/watch?v=HVv_IQKlafQ I think this tech has become "production-ready" recently due to a combination of research progress (the seminal paper was published in 2023 https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/) and improvements to differentiable programming libraries (e.g. PyTorch) and GPU hardware. | |
| ▲ | krackers 3 hours ago | parent | prev | next [-] | | https://aras-p.info/blog/2023/09/05/Gaussian-Splatting-is-pr... and for a visual demo of the result https://antimatter15.com/splat/ | |
| ▲ | djeastm 6 hours ago | parent | prev | next [-] | | For the ELI5, Gaussian splatting represents the scene as millions of tiny, blurry colored blobs in 3D space and renders by quickly "splatting" them onto the screen, making it much faster than computing an image by querying a neural net model like radiance fields. I'm not up on how things have changed recently | |
| ▲ | rkuykendall-com 6 hours ago | parent | prev [-] | | I found this VFX breakdown of the recent Superman movie to have a great explanation of what it is and what it makes possible: https://youtu.be/eyAVWH61R8E?t=232 tl;dr eli5: Instead of capturing spots of color as they would appear to a camera, they capture spots of color and where they exist in the world. By combining multiple cameras doing this, you can make a 3D works from footage that you can then zoom a virtual camera round. | | |
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| ▲ | noman-land 6 hours ago | parent | prev | next [-] |
| Really amazing video. Unfortunately this article is like 60% over my head. Regardless, I actually love reading jargon-filled statements like this that are totally normal to the initiated but are completely inscrutable to outsiders. "That data was then brought into Houdini, where the post production team used CG Nomads GSOPs for manipulation and sequencing, and OTOY’s OctaneRender for final rendering. Thanks to this combination, the production team was also able to relight the splats."
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| ▲ | darhodester 6 hours ago | parent | next [-] | | Hi, I'm one of the creators of GSOPs for SideFX Houdini. The gist is that Gaussian splats can replicate reality quite effectively with many 3D ellipsoids (stored as a type of point cloud). Houdini is software that excels at manipulating vast numbers of points, and renderers (such as Octane) can now leverage this type of data to integrate with traditional computer graphics primitives, lights, and techniques. | | |
| ▲ | suzzer99 6 hours ago | parent [-] | | Can you put "Gaussing splats" in some kind of real world metaphor so I can understand what it means? Either that or explain why "Gaussian" and why "splat". I am vaguely aware of stuff like Gaussian blur on Photoshop. But I never really knew what it does. | | |
| ▲ | darhodester 6 hours ago | parent | next [-] | | Sure! Gaussian splatting is a bit like photogrammetry. That is, you can record video or take photos of an object or environment from many angles and reproduce it in 3D. Gaussians have the capability to "fade" their opacity based on a Gaussian distribution. This allows them to blend together in a seamless fashion. The splatting process is achieved by using gradient descent from each camera/image pair to optimize these ellipsoids (Gaussians) such that the reproduce the original inputs as closely as possible. Given enough imagery and sufficient camera alignment, performed using Structure from Motion, you can faithfully reproduce the entire space. Read more here: https://towardsdatascience.com/a-comprehensive-overview-of-g.... | |
| ▲ | joshvm 3 hours ago | parent | prev | next [-] | | > I am vaguely aware of stuff like Gaussian blur on Photoshop. But I never really knew what it does. Blurring is a convolution or filter operation. You take a small patch of image (5x5 pixels) and you convolve it with another fixed matrix, called a kernel. Convolution says multiply element-wise and sum. You replace the center pixel with the result. https://en.wikipedia.org/wiki/Box_blur is the simplest kernel - all ones, and divide by the kernel size. Every pixel becomes the average of itself and its neighbors, which looks blurry. Gaussian blur is calculated in an identical way, but the matrix elements follow the "height" of a 2D Gaussian with some amplitude. It results in a bit more smoothing as farther pixels have less influence. Bigger the kernel, more blurrier the result.There are a lot of these basic operations: https://en.wikipedia.org/wiki/Kernel_(image_processing) If you see "Gaussian", it implies the distribution is used somewhere in the process, but splatting and image kernels are very different operations. For what it's worth I don't think the Wikipedia article on Gaussian Blur is particularly accessible. | |
| ▲ | shwaj 5 hours ago | parent | prev [-] | | How can you expect someone to tailor a custom explanation, when they don’t know your level of mathematical understanding, or even your level of curiosity. You don’t know what a Gaussian blur does; do you know what a Gaussian is? How deeply do you want to understand? If you’re curious start with the Wikipedia article and use an LLM to help you understand the parts that don’t make sense. Or just ask the LLM to provide a summary at the desired level of detail. | | |
| ▲ | suzzer99 32 minutes ago | parent | next [-] | | > How can you expect someone to tailor a custom explanation, when they don’t know your level of mathematical understanding, or even your level of curiosity. The other two replies did a pretty good job! | |
| ▲ | F7F7F7 5 hours ago | parent | prev [-] | | There's a Corridor Digital video being shared that explains it perfectly. With very little math. https://youtube.com/watch?v=cetf0qTZ04Y |
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| ▲ | michaelrubloff 3 hours ago | parent | prev | next [-] | | My bad! I am the author. Gaussian splatting allows you to take a series of normal 2D images or a video and reconstruct very lifelike 3D from it. It’s a type of radiance field, like NeRFs or voxel based methods like Plenoxels! | |
| ▲ | pants2 6 hours ago | parent | prev | next [-] | | Corridor has done some great stuff with Gaussian Splats, I recommend this video for a primer! https://youtube.com/watch?v=cetf0qTZ04Y | |
| ▲ | appplication 4 hours ago | parent | prev [-] | | Reminds me of Kurtwood Smith’s piping sales pitch in The Patriot |
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| ▲ | rjh29 7 hours ago | parent | prev | next [-] |
| To be honest it looks like it was rendered in an old version of Unreal Engine. That may be an intentional choice - I wonder how realistic guassian splatting can look? Can you redo lights, shadows, remove or move parts of the scene, while preserving the original fidelity and realism? The way TV/movie production is going (record 100s of hours of footage from multiple angles and edit it all in post) I wonder if this is the end state. Gaussian splatting for the humans and green screens for the rest? |
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| ▲ | darhodester 6 hours ago | parent | next [-] | | The aesthetic here is at least partially an intentional choice to lean into the artifacts produced by Gaussian splatting, particularly dynamic (4DGS) splatting. There is temporal inconsistency when capturing performances like this, which are exacerbated by relighting. That said, the technology is rapidly advancing and this type of volumetric capture is definitely sticking around. The quality can also be really good, especially for static environments: https://www.linkedin.com/posts/christoph-schindelar-79515351.... | |
| ▲ | F7F7F7 5 hours ago | parent | prev | next [-] | | Knowing what I know about the artist in this video this was probably more about the novelty of the technology and the creative freedom it offers rather than it is budget. | |
| ▲ | TeMPOraL 5 hours ago | parent | prev | next [-] | | For me it felt more like higher detail version of Teardown, the voxel-based 3d demolition game. Sure it's splats and not voxels, but the camera and the lighting give this strong voxel game vibe. | |
| ▲ | michaelrubloff 3 hours ago | parent | prev | next [-] | | We will be able to have imax level 3D technically today if you
feed it the correct data | |
| ▲ | moi2388 6 hours ago | parent | prev | next [-] | | Yes, they talk about this in the article and that’s exactly what they did. | | |
| ▲ | rjh29 5 hours ago | parent [-] | | It wasn't clear to me how much this was intentional vs. being the limits of the technology at the moment. |
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| ▲ | clint 3 hours ago | parent | prev [-] | | Several of ASAP's video have a lo-fi retro vibe, or specific effects such as simulating stuff like a mpeg a/v corruption, check out A$AP Mob - Yamborghini High (https://www.youtube.com/watch?v=tt7gP_IW-1w) |
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| ▲ | squidsoup 4 hours ago | parent | prev | next [-] |
| Tangential, but I've been exploring gaussian splatting as a photographic/artistic medium for a while, and love the expressionistic quality of the model output when deprived of data. https://bayardrandel.com/gaussographs/ |
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| ▲ | roughly 7 hours ago | parent | prev | next [-] |
| Be sure to watch the video itself* - it’s really a great piece of work. The energy is frenetic and it’s got this beautiful balance of surrealism from the effects and groundedness from the human performances. * (Mute it if you don’t like the music, just like the rest of us will if you complain about the music) |
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| ▲ | filoleg 5 hours ago | parent | next [-] | | Similarly, the music video for Taylor Swif[0] (another track by A$AP Rocky) is just as surrealistic and weird in the best way possible, but with an eastern european flavor of it (which is obviously intentional and makes sense, given the filming location and being very on-the-nose with the theme). 0. https://youtu.be/5URefVYaJrA | | |
| ▲ | roughly 2 hours ago | parent [-] | | Holy shit that’s great. I need to check a few more of his videos. |
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| ▲ | superjan 4 hours ago | parent | prev [-] | | Watch the video to the very end: the final splat is not a gaussian one. |
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| ▲ | daveofiveo 7 hours ago | parent | prev | next [-] |
| Direct link to the music video: https://www.youtube.com/watch?v=g1-46Nu3HxQ |
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| ▲ | dang 5 hours ago | parent [-] | | Good idea - we'll put that link in the toptext as well. Thanks! |
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| ▲ | diffuse_l 4 hours ago | parent | prev | next [-] |
| Too bad, but I managed to watch about 30 seconds of the video before getting motion sickness. Seems like a really cool technology, though. I wonder if anyone else got the same response, or it's just me. |
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| ▲ | lwhi 4 hours ago | parent | next [-] | | I loved the video. Didn't get the motion sickness myself. | |
| ▲ | darhodester 4 hours ago | parent | prev [-] | | My wife said the same thing, but it gets better after the intro. |
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| ▲ | millitzer 2 hours ago | parent | prev | next [-] |
| You could also pull a Michel Gondry and do it with practical effects. https://www.youtube.com/watch?v=s5FyfQDO5g0&list=RDs5FyfQDO5... |
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| ▲ | periodjet 3 hours ago | parent | prev | next [-] |
| The end result is really interesting. As others have pointed out, it looks sort of like it was rendered by an early 2000s game engine. There’s a cohesiveness to the art direction that you just can’t get from green screens and the like. In service of some of the worst music made by human brains, but still really cool tech. |
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| ▲ | jtolmar 5 hours ago | parent | prev | next [-] |
| Dang, it's been cool watching gaussian splats go from tech demo to real workflow. |
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| ▲ | Footprint0521 4 hours ago | parent | prev | next [-] |
| They really said it’s capturing everything when A$AP Rocky’s Gaussian splatted mouth in that video be looking worse than AI generated video lol |
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| ▲ | badcryptobitch 5 hours ago | parent | prev | next [-] |
| Both of my worlds are colliding with this article.
I love reading about how deeply technical products/artifacts get used in art. |
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| ▲ | narrator 6 hours ago | parent | prev | next [-] |
| This reminds me about how Soulja Boy just used a cracked copy of Fruity Loops and a cheap microphone and recorded all his songs that made him millions.[1]
Edit: Ok this was a big team of VFX producers who did this. Still, prices are coming down dramatically in general, but yeah that idea is a bit of an underfit to this case. [1] https://www.youtube.com/watch?v=f1rjhVe59ek |
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| ▲ | enneff 5 hours ago | parent | next [-] | | You might consider why this article which has nothing to do with AI as you know it (except for the machine learning aspects of Gaussian splatting), and was produced by a huge team of vfx professionals, has made you think about AI democratising culture (despite the fact that music videos and films have been cheap to make for decades). Don’t just look for opportunities to discuss your favourite talking points. | | | |
| ▲ | comradesmith 5 hours ago | parent | prev [-] | | I really don’t see the connection. A$AP isn’t a noob |
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| ▲ | drdirk 6 hours ago | parent | prev | next [-] |
| Can somebody explain to me what was actually scanned? Only the actors doing movements like push ups, or whole scenes / rooms? |
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| ▲ | lawgimenez 4 hours ago | parent | prev | next [-] |
| A$AP Rocky’s music videos has been always great. |
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| ▲ | moribvndvs 6 hours ago | parent | prev | next [-] |
| In another setting, it looks like ass, but lo-fi, glitchy shit is perfectly compatible with hip-hop aesthetic. Good track though. |
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| ▲ | henshao 5 hours ago | parent | next [-] | | I think in 2026 it's hard to make a video look this "bad" without it being a clear aesthetic choice, so not sure you could find this video in another setting. | |
| ▲ | ungreased0675 5 hours ago | parent | prev [-] | | The technology is impressive, but the end result… Weapons-grade brainrot. I’m curious what other artists end up making with it. | | |
| ▲ | SamBam an hour ago | parent | next [-] | | I really disagree with the label brainrot. Brainrot is low-quality garbage with no artistic merit, and very little thought behind its creation, which does nothing but make you briefly pause while scrolling, before scrolling away with no lasting impression being done to your mind (besides increased boredom and inability to focus). This is clearly an artistic statement, whether you like the art or not. A ton of thought and time was put into it. And people will likely be thinking and discussing this video for some time to come. | |
| ▲ | F7F7F7 5 hours ago | parent | prev [-] | | The article said it was by design... |
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| ▲ | sneak 6 hours ago | parent | prev | next [-] |
| > One recurring reaction to the video has been confusion. Viewers assume the imagery is AI-generated. According to Evercoast, that couldn’t be further from the truth. Every stunt, every swing, every fall was physically performed and captured in real space. What makes it feel synthetic is the freedom volumetric capture affords. No, it’s simply the framerate. |
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| ▲ | MuffinFlavored 6 hours ago | parent | prev | next [-] |
| How did Rhianna look him in the eyes and say "yes babe, good album, release it, this is what the people wanted after 7 years, it is pleasing to listen to and enjoyable"? |
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| ▲ | larsmaxfield 6 hours ago | parent | next [-] | | I prefer when artists make music they intrinsically want to make — not what others want them to make. | | |
| ▲ | b00ty4breakfast 6 hours ago | parent [-] | | the real question is how much of the art is their own and how much is outside expectations and their reactions to it. And it's not always giving in to those voices, sometimes it's going in the opposite direction specifically to subvert those voices and expectations even if that ends up going against your initial instincts as an artist. With someone like A$AP Rocky, there is a lot of money on the line wrt the record execs but even small indie artists playing to only a hundred people a night have to contend with audience expectation and how that can exert an influence on their creativity. |
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| ▲ | perfmode 5 hours ago | parent | prev | next [-] | | It seems the numerous leaks and trials took their toll. I don’t disagree with you—I felt “Tailor Swif,” “DMB,” and “Both Eyes Closed” were all stronger than the tracks that made it onto this album. But sometimes you’ve gotta ship the project in the state it’s in and move on with your life. Maybe now he can move forward and start working on something new. And perhaps that project will be stronger. | |
| ▲ | delbronski 5 hours ago | parent | prev | next [-] | | Im sure it was more like, “hey babe, can I get a few millions to go in the studio and experiment/make some art?” And then she was like, “yeah go for it! Make some weird shit.” If I was in his position I’d probably be doing the same. Why bother with another top hit that pleases the masses. | |
| ▲ | weakfish 5 hours ago | parent | prev [-] | | Because it was awesome. But also, leaks probably. |
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| ▲ | weinzierl 5 hours ago | parent | prev | next [-] |
| "The team also used Blender heavily for layout and previs, converting splat sequences into lightweight proxy caches for scene planning." |
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| ▲ | renewiltord 2 hours ago | parent | prev | next [-] |
| Wow, back to music videos. It’s been years. This is a great one. |
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| ▲ | yieldcrv 7 hours ago | parent | prev | next [-] |
| so basically despite the higher resource requirements like 10TB of data for 30 minutes of footage, the compositing is so much faster and more flexible and those resources can be deleted or moved to long term storage in the cloud very quickly and the project can move on fascinating I wouldn't have normally read this and watched the video, but my Claude sessions were already executing a plan the tl;dr is that all the actors were scanned in a 3D point cloud system and then "NeRF"'d which means to extrapolate any missing data about their transposed 3D model this was then more easily placed into the video than trying to compose and place 2D actors layer by layer |
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| ▲ | darhodester 6 hours ago | parent | next [-] | | Gaussian splatting is not NeRF (neural radiance field), but it is a type of radiance field, and supports novel view synthesis. The difference is in an explicit point cloud representation (Gaussian splatting), versus a process that needs to be inferred by a neural network. | | | |
| ▲ | andybak 6 hours ago | parent | prev [-] | | > and then "NeRF"'d which means to extrapolate any missing data about their transposed 3D model Not sure if it's you or the original article but that's a slightly misleading summary of NeRFs. | | |
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| ▲ | KevinMS 4 hours ago | parent | prev | next [-] |
| aren't music videos supposed to have music? |
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| ▲ | londons_explore 6 hours ago | parent | prev [-] |
| Pretty sure most of this could be filmed with a camera drone and preprogrammed flight path... Did the Gaussian splatting actually make it any cheaper? Especially considering that it needed 50+ fixed camera angles to splat properly, and extensive post-processing work both computationally and human labour, a camera drone just seems easier. |
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| ▲ | hamburglar 6 hours ago | parent | next [-] | | > Pretty sure most of this could be filmed with a camera drone and preprogrammed flight path This is a “Dropbox is just ftp and rsync” level comment. There’s a shot in there where Rocky is sitting on top of the spinning blades of a helicopter and the camera smoothly transitions from flying around the room to solidly rotating along with the blades, so it’s fixed relative to rocky. Not only would programming a camera drone to follow this path be extremely difficult (and wouldn’t look as good), but just setting up the stunt would be cost prohibitive. This is just one example of the hundreds you could come up with. | | |
| ▲ | mlyle 3 hours ago | parent [-] | | Drones and 2d compositing could do a lot. They would excel in some areas used in the video, require far more resources than this technique in others, and be completely infeasible on a few. They would look much better in a very "familiar" way. They would have much less of the glitch and dynamic aesthetic that makes this so novel. |
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| ▲ | nebezb 6 hours ago | parent | prev | next [-] | | If it was achievable, cheaper, and of equal quality then it would have been done that way. Surely it would’ve been done that way a long time ago too. Drone paths have been around a lot longer than this technology. There’s no proof of your claim and this video is proof of the opposite. | |
| ▲ | darhodester 6 hours ago | parent | prev | next [-] | | A drone path would not allow for such seamless transitions, never mind the planning required to nail all that choreography, effects, etc. This approach is 100% flexible, and I'm sure at least part of the magic came from the process of play and experimentation in post. | |
| ▲ | larsmaxfield 6 hours ago | parent | prev | next [-] | | Flying a camera drone with such proximity and acceleration would be a safety nightmare. | |
| ▲ | ex-aws-dude 6 hours ago | parent | prev | next [-] | | I think you’re missing the point Volumetric capture like this allows you to decide on the camera angles in post-production | |
| ▲ | ThouYS 6 hours ago | parent | prev | next [-] | | it gives you flexibility, options | |
| ▲ | F7F7F7 5 hours ago | parent | prev | next [-] | | This might be the first time I'm stumbling on Dunning Kruger on HN, no offense. | |
| ▲ | echelon 6 hours ago | parent | prev [-] | | It's fucking cool. That's why. This tech is moving along at breakneck pace and now we're all talking about it. A drone video wouldn't have done that. |
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