189 points by ibobev 2 days ago | 71 comments | View on ycombinator
keyle 2 days ago |
boppo1 2 days ago |
Epitaque 2 days ago |
phrotoma 2 days ago |
<3
HexDecOctBin 2 days ago |
cubefox 2 days ago |
Point splatting does introduce a lot of noise though, and their denoiser introduces ghosting, but they say a more sophisticated denoiser would give considerably better quality.
samch 2 days ago |
djmips 2 days ago |
sorenjan 2 days ago |
andybak 2 days ago |
I'm probably being a bit of a grinch about it but the abstract doesn't address performance or hardware constraints either so I guess I'm going to have to read the damn paper.
bnolsen about 24 hours ago |
cyber_kinetist 2 days ago |
I think future papers would probably continue improving on this method and focus on how to sample the points more efficiently while being unbiased (similar to how ray-tracing solved their performance issues). Or maybe... we can just add a deep-learning based denoiser and call it a day!
lucamark 2 days ago |
MattCruikshank 2 days ago |
Kind of like Minecraft... but with user-generated gaussian-splat blocks.
praveen9920 2 days ago |
pixelesque 2 days ago |
Really?! What OSs can handle that many native threads?
Also, this seems quite similar to stochastic progressive drawing of pointclouds for realtime that has been done for > 15 years in the VFX industry with GPU shaders in a tiled/bucketed fashion, unless this isn't progressive maybe? (The fact it's been accepted for Siggraph likely indicates it's slightly different).
DamnInteresting 2 days ago |
Ordinarily I don't prefer video, but the visuals are helpful here.
Also, an online interactive, but it seems to only work in Chrome: https://superspl.at/scene/ff1d0393
Reminds me of Ecstatica [1], a 1994 game that had intense visuals with a very odd/different rendering engine made of 3D ellipsoids; in a way really crude splats in gouraud shading.
[1] https://ecstatica.fandom.com/wiki/Ecstatica