It still might, at least in some niches? The paper is not that old.
sorenjan 18 minutes ago [-]
It's more than year old, that's pretty old in this fast moving space. I guess it's possible it will get more popular, but I haven't seen it get any traction at all, gaussian splats however are getting more and more development and adoption.
There's an interesting recent Siggraph paper on scaling up Gaussian splatting in a very different way, which offers some interesting benefits; Gaussian point splatting.
"Hubris: Redux" is a pretty good description of my entire career.
The high points, anyway. The parts worth remembering.
Something I am taking away from this, is every optimization he makes here, takes away from the technologies supporting the overall dynamism of the scene, "dynamism" in terms of things interacting with things. The long solution might well be a very tightly described engine of "dynamism" - data formats, algorithms - that then feeds an optimized splat renderer, millisecond by millisecond.
The biggest update is adding alpha compensation (alpha > 1). With this in place we can addresses the gaps that appear after performing many rounds of decimation.
ajw287 5 hours ago [-]
Gaussian Splats are great, and putting them in Unreal is even better! Do you see splats cropping up in games/sport events? Where next?
They are not that easy to make in my experience. I struggled a bit with my phone camera images and moved onto my iPad images.
ajw287 2 hours ago [-]
If I understand what you are saying, it might be that your phone had a better camera than your ipad? The depth of field and atmospheric lens effects aren't really what you want - a pinhole lens like old phones (and my flir) works better since blur is the enemy.
zardo 5 hours ago [-]
I could swear I saw something about an NFL broadcast using them. They were part of the PGA championship broadcast.
https://trianglesplatting.github.io/
https://arxiv.org/abs/2505.19175
* 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
With the simple equipements, the result is spectacle.
https://superspl.at/scene/c67edb74
The high points, anyway. The parts worth remembering.
Something I am taking away from this, is every optimization he makes here, takes away from the technologies supporting the overall dynamism of the scene, "dynamism" in terms of things interacting with things. The long solution might well be a very tightly described engine of "dynamism" - data formats, algorithms - that then feeds an optimized splat renderer, millisecond by millisecond.
It has 50m splats, captured by XGRIDS K2 camera in roughly 1 hour of walking around.
https://github.com/playcanvas/splat-transform/issues/362
Gaussian splats are surprisingly easy to make: https://superspl.at/scene/82eb1744 (I used a thermal camera - so I could also project the IR onto it too)https://superspl.at/scene/f9672a5e