So this method can only really be used for static scenes made from a point cloud?
I remember 10 years ago, a company called Euclideon revealed a demo[1] of a rendering technique (they called it "Unlimited Detail Real-Time Rendering") that put nearly every other rasterization technique of the time to shame. However, the major issue with the demo was that it only showed a static scene with zero dynamic lighting. I don't think they ever revealed the "secret sauce" of how it works, but it seems to have similar limitations to this new process, or at least that's what I expect considering it can't handle something as simple as a dynamic mesh.
It was extremely hyped up in certain areas, but over a decade later this technology isn't really used in any mainstream rendering engines because it only works for static scenes.
I hate to disparage new rendering techniques, but this really feels like a repeat of what happened back then. What exactly is different in 3D Guassian Splatting? Can it be used in any dynamic scenes in real-time at all? Does it provide any significant advantages from this older system?
Think of them as point clouds + lighting. Relighting is viable. Procedural deformation is viable. Animation is just a case of transforming sub-groupings.
Collisions might be a bit trickier but you can always derive a low-res collision mesh from the input data and use that as a proxy.
It's early days at the moment and people are still exploring the possibilities.
You'd have to take multiple pictures of the scene, then move some light source around, take another set of pictures etc. And in a similar sense to the irradiance volumes[1], instead of encoding just the gaussian parameters, encode them using something that lets you reconstruct the gaussian parameters based on the position of the primary light source for example. I know estimating light position and such from images has been worked on for image-based BRDF extraction for a long time[2].
Of course it'll require a lot more images and compute, but that's the nature of the dynamic beast.
Again not really thought this through and it's not really my field, though I was into physically-based rendering a decade ago. Just seems like this is something that seems like it would be solved by natural progression in a not too distant future.
[1]: https://chrisoat.com/papers/Oat_GDC2005_IrradianceVolumesFor...
[2]: https://graphics.stanford.edu/~lensch/Papers/TOG03BRDF.pdf (random example)
I wouldn't be surprised if gaussian splats make it into AAA games, though. Not as the main rendering primitive, but for specific things like vegetation where they really kick ass.
The new thing is fast regression of a real light field into Gaussian splats, which can then be rendered at reasonable rates. Dynamic lighting requires full inverse rendering as a preprocess, which is way beyond the scope of the technique. Technically Gaussian splats could form part of an inverse rendering pipeline, and also be the final target representation, but I'm not sure there would be any benefit over alternative rendering primitives.
It seems like it took off after this SIGGRAPH paper: https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/
Anyway, this doesn't seem to allow any sort of dynamic lighting whatsoever, but for scans of existing places, such as house tours, street views and so on, this seems super promising.