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| ▲ | 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. |
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| ▲ | 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. |
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| ▲ | thfuran 6 hours ago | parent | prev [-] | | You pretty much just need a representation that can be constructed reasonably and interpolated. |
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