| ▲ | Retro_Dev an hour ago | ||||||||||||||||||||||
Every time I hear about Gaussian splatting, I think about triangle splatting[0] - GPUs were built to render triangles, so I wonder what games would be like if we supported generating and rendering them as much as we do Gaussian splats. | |||||||||||||||||||||||
| ▲ | guitarlimeo an hour ago | parent | next [-] | ||||||||||||||||||||||
The Dreams game engine (only for PS4) does this and is able to achieve scenes that no other game engine can. Here's a technical talk about how they did it: https://www.youtube.com/watch?v=u9KNtnCZDMI Actually sorry not sure if they use triangle splatting, but gaussian splats at least. | |||||||||||||||||||||||
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| ▲ | sorenjan an hour ago | parent | prev | next [-] | ||||||||||||||||||||||
They've made a follow up to that called MeshSplatting. https://meshsplatting.github.io/ | |||||||||||||||||||||||
| ▲ | lambda 20 minutes ago | parent | prev [-] | ||||||||||||||||||||||
I think that Gaussian splatting is generally better, as the Gaussians are smoother and easier to optimize, if you can use them. Things like triangle splatting are useful if you have to integrate into an engine that only support triangles. But with modern graphics pipelines, you can implement Gaussians quite efficiently, including newer techniques like Gaussian point splatting that can scale up seamlessly to enormous scenes: * Video: https://www.youtube.com/watch?v=2AWv_nIfp-U * Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s... | |||||||||||||||||||||||