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▲ 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.

[0] https://trianglesplatting.github.io/

▲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.

▲Boxxed 30 minutes ago | parent [-]

Pretty sure they use SDFs, not triangle or gaussian splatting

▲debugnik 24 minutes ago | parent | next [-]

If I recall their talk correctly, models are unions of SDFs, which get sampled into a point cloud, and each point gets splatted as another SDF primitive called a "fleck".

▲guitarlimeo 13 minutes ago | parent | prev [-]

Ah thanks for the correction. The splat terminology they also use confused me.

▲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...

* Repo: https://github.com/JorisAR/gaussian-point-splatting