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lopsotronic 8 hours ago

Ah the timeless joy of falling through the floor geometry.

Seriously though - it's breathtaking.

The first guy who figures out the bridge between splats and dynamism - animation, editing, responsiveness - is going to be one of the immortals of 3d design.

cubefox 8 hours ago | parent [-]

There are many ways to represent 3D data, but animations really only work properly with polygon meshes (e.g. triangle surface meshes or volumetric tetrahedral meshes).

db48x an hour ago | parent | next [-]

It’s easy but a bit data intensive. Take two 3D splat images at different times, optimize them, then interpolate from the first to the second. Repeat at intervals. Now you have a video. A full moving subject is about 500Mbps, although it depends a lot on the quality of the source images that you make the 3D splats from and how detailed the output image is. Search for “4D gaussian splats” to find references.

data-ottawa 2 hours ago | parent | prev | next [-]

I don’t know. Maybe today, but tomorrow?

If you can sample points inside a volume, in theory you could do that with splat geometry. If someone figures out a way to pass in animation time to a sampler, sample along geometry/wireframe or something else, and keep it from overly twinkling it might change everything.

I’m hand waving all the complexity into “if done one figures out”, of course.

I just don’t see why this method can’t evolve in the way diffusion models have evolved (knowing very little of the geberative mechanics of splats).

Intralexical an hour ago | parent | next [-]

Since splats sample the light field after surface reflection, you can't do realtime shading with splats the way you can with raytracing and rasterization. I guess it could be animated like a holographic movie, but not like a video game and not like a 3D editor, because the light for all angles in all frames has to be precomputed.

cubefox an hour ago | parent | prev [-]

> If someone figures out a way to pass in animation time to a sampler, sample along geometry/wireframe or something else, and keep it from overly twinkling it might change everything.

Not sure that's what you mean, but there was recently a paper where they put meshless (e.g. voxel or SDF) geometry in an animated tetrahedral mesh "cage" and then animate the meshless model by animating the mesh cage:

https://diglib.eg.org/server/api/core/bitstreams/bd94e19b-98...

https://youtube.com/watch?v=6lKAvxV2mno

https://youtube.com/watch?v=3c3-ue-fd88

Though this currently isn't compatible with 3DGS if I understand the limitations section correctly.

> Finally, our method operates unordered, limiting its suitability for complex volumetric effects. However, a potential solution lies in sorting the generated intervals for proper blending. This enhancement could improve our approach’s compatibility with various meshless representations, such as radiance fields and volumetric lighting.

lopsotronic 6 hours ago | parent | prev | next [-]

But the mesh is itself an abstraction, you just need to build that bridge.

We've been leaning away from pure polygons for decades, anyway. Vertex skinning, SDFs, volumetrics, simulation, and a lot more.

The meshes in a From Software game are for exmple hilariously simple, most of the animation is force simulation to make the famous "frizzles" that they like.

cubefox 3 hours ago | parent [-]

Vertex skinning is essential for animation and it only works with polygons.

lopsotronic 3 hours ago | parent [-]

I'm not sure that's completely accurate? Vertex skinning isn't (necessarily) tied to polygons . . but to having points (or any parameterized features) that can be transformed by a weighted blend of matrices.

The "vertex" in "vertex skinning" is really just "a thing with a position that gets moved."

p' = Σ wᵢ · Mᵢ · p

It's just a position. Triangles can come along for the ride downstream, but they're not essential, which is one of the reasons it's so efficient for some stuff. Polygons are the optimal surface - but surfaces are often extraneous.

Take all this a few hefty grains of salt, I'm an amateur in the field. My 3d/CAD work is strictly in support of my enterprise stuff. And making wicked battlemaps for gaming VTTs, natch.

But I will stand by the overarching statement that polygons are in fact an abstraction, and bridging that abstraction with whatever is in splats would be wicked awesome.

thfuran 6 hours ago | parent | prev [-]

You pretty much just need a representation that can be constructed reasonably and interpolated.