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.
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.