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Re:WildGaussians: 3D Gaussian Splatting in the Wild by dagmx on Friday July 12, 2024 @02:25PM (#40948118)
The core solve is similar but instead of generating a mesh, you generate a series of elipsoids that have color, transparency and some spectral radiance information.

The idea is that by layering enough of these on top of each other, you can make a high quality visual representation not bounded by geometry.

Think of them like brush strokes in mid air versus a sculpture.

Re:WildGaussians: 3D Gaussian Splatting in the Wild by brcmthrowaway on Friday July 12, 2024 @02:33PM (#40948183)
Thats insane, Does hollywood use them? Or still use meshes?
Re:WildGaussians: 3D Gaussian Splatting in the Wild by corysama on Friday July 12, 2024 @04:49PM (#40949301)
Ideas around point-based rendering have been around for a long time. But, have not been widely used. Hollywood and games might use them for smoke, water, explosions, but rarely for solid objects.

There has been a big explosion of interest in the area since this release of https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/ which proposed a way to generate the point cloud data from photographs in a way that is procedurally a lot like photogrammetry. Hundreds of research projects have spawned off of that paper.

Re:WildGaussians: 3D Gaussian Splatting in the Wild by dagmx on Friday July 12, 2024 @07:15PM (#40950337)
Gaussian splats themselves aren’t very useful for Hollywood because they don’t have any issues with higher cost representations that are more accurate.

That said, Gaussian splats are based on very old papers that do have use in Hollywood. The closest example is radiance caches for Renderman.

This would store points in space with very similar information to a splat, then interpolate between them to provide things like bounce lighting.

The first Pixar film to use this throughout was Up.

Re:WildGaussians: 3D Gaussian Splatting in the Wild by gessha on Saturday July 13, 2024 @12:06AM (#40951694)
> higher cost representations that are more accurate

What are some examples of those representations?

Re:WildGaussians: 3D Gaussian Splatting in the Wild by dagmx on Saturday July 13, 2024 @01:25AM (#40951989)
Just standard geometry and materials that they’re willing to spend the time properly constructing and path tracing. Nothing fancy.

They just have a higher up front cost to make than Gaussian splats but are infinitely more directable.

Ultimately the ability to control everything at a micro and macro level is what film wants, not cheap rendering.