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by aras_p
916 days ago
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(blog post author here) Most of actual research I've seen (i.e. papers) are not Unity/Unreal, they rather are CUDA/Python. The "Unity Gaussian Splatting" is not a research per se, just integration of that existing technique into Unity. As for why Unity, well yeah that's because I have experience with it, and am comfortable using it. There's many other people experimenting with in in web ecosystem (WebGL, WebGPU, three.js, aframe etc.), that you can say is properly open source. Blender as is right now is lacking certain functionalities to efficiently do gaussian splatting. However, for upcoming Blender 4.1 several pieces are landing - I have extended PLY file importer to be able to import custom attributes (as needed by gaussian splats), someone else contributed APIs to be able to write compute shaders from a Python addon. Once various pieces like that are in place, someone could indeed make a decently performant gaussian splat add-on or something. |
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Do you think we will see Gaussian splatting integrated into a game in the (near or not near) future?