| ▲ | data-ottawa 2 hours ago | |
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. | ||