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by LoganDark
976 days ago
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Gaussian splatting, at least in 3D, is rasterization technique that, AFAIK, doesn't use polygons, it's intended to allow photorealistic renders based on photogrammetry. It seems like it took off after this SIGGRAPH paper: https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/ Anyway, this doesn't seem to allow any sort of dynamic lighting whatsoever, but for scans of existing places, such as house tours, street views and so on, this seems super promising. |
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So this method can only really be used for static scenes made from a point cloud?
I remember 10 years ago, a company called Euclideon revealed a demo[1] of a rendering technique (they called it "Unlimited Detail Real-Time Rendering") that put nearly every other rasterization technique of the time to shame. However, the major issue with the demo was that it only showed a static scene with zero dynamic lighting. I don't think they ever revealed the "secret sauce" of how it works, but it seems to have similar limitations to this new process, or at least that's what I expect considering it can't handle something as simple as a dynamic mesh.
It was extremely hyped up in certain areas, but over a decade later this technology isn't really used in any mainstream rendering engines because it only works for static scenes.
I hate to disparage new rendering techniques, but this really feels like a repeat of what happened back then. What exactly is different in 3D Guassian Splatting? Can it be used in any dynamic scenes in real-time at all? Does it provide any significant advantages from this older system?
[1] https://www.youtube.com/watch?v=DrBR_4FohSE