| ▲ | cyber_kinetist 2 hours ago |
| Editing Gaussian Splats is still a pain in the ass in the artist's perspective. Even if you can create a good-enough first try using scanned data or generative AI, you just end up with a rough draft that you cannot polish in any way. Existing mesh-based tools allow you to edit the geometry relatively easily, since they are in a higher level discrete representation rather than just a point cloud data structure. |
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| ▲ | reactordev 2 hours ago | parent [-] |
| There’s some movement in this area to be able to surface quantize the splats but you are right, right now it’s simply just visual language and isn’t useful in the pipeline. |
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| ▲ | cyber_kinetist an hour ago | parent [-] | | Extracting a surface mesh is possible, but the result is going to be really ugly (like the high-poly meshes from generative AI that are useless to artists)! Mesh processing is a very difficult research domain in computer graphics that has been iterated for several decades, and we still don't have a good automated solution for retopology (Partly because the problem is hard to define in a mathematical way, but also since it's not a problem you can just solve with AI by throwing data and compute at it) | | |
| ▲ | reactordev 9 minutes ago | parent [-] | | I used voxelization of the splats in the past so I appreciate the notes on the difficulty but this is sort of what PlayCanvas is doing here. Taking the splats, making voxels, meshing. It's a novel approach and worked well in BIM a few years ago, though not anything real-time. https://github.com/ziplab/VolSplat |
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