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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.

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.

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