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by tbalsam 1023 days ago
I've certainly seen game engines trying to advertise much more-involved particle systems over the last few years, that is for sure. ;PPPP

Which in some ways I guess makes sense, as the shift towards AI has heavily pushed GPUs almost towards a "sizeable-reduced-instruction-set-GPU-in-GPU" approach with RT cores/tensor cores, etc.... ;P

Side note as well, in/from my experience at least, I think these systems may not be as hard to render as it is for the author. A few years ago, someone (at NVIDIA I think?) wrote kernels to move the SE(3) kernels to tensor cores, so I wouldn't be shocked if some of that could be ported to the spherical harmonics portion of the Gaussian splatting during both compression and runtime: https://developer.nvidia.com/blog/accelerating-se3-transform...

Also, side side note, gaussian splatting should be quite efficient...I think? Due to technically always having support in 3D space (and hopefully not too much of a problem with having good support in 3D space). This should mean that even 'sloppy', quick-conversion calculations should work pretty decently in the end.

I say all of this knowing very little about most optimizations like billboarding, how things like nanite work, etc, etc. I do like it tho! ;PPPP