michaelmior a day ago

The in-browser demo is very cool! It's not clear from the linked page, but the GitHub repo[0] includes links to sample tile datasets that can be used for the demo.

[0] https://github.com/zengyf131/gswt_renderer

  • jasonjmcghee a day ago

    Took a while to figure it out, but no mouse looking AFAICT:

    WASD for movement, IJKL for looking, Space for "a bit faster"

  • jjcm a day ago

    Very cool, performance is abysmal at least on my m1 pro mac though - only getting ~2fps.

    • jasonjmcghee a day ago

      It works "fine" on my M4 - didn't check the FPS.

      If you hold "Space" you move faster - there were a LOT of settings in the egui pop-up that could probably help...

foota 12 hours ago

This is neat and I don't want to be too snarky, but I had to chuckle as the specificity of "However, extending 3DGS to synthesize large-scale or infinite terrains from a single captured exemplar—remains an open challenge.".

abetusk a day ago

There's no link to the paper, so I can only infer, but, if I understand correctly, this is a very simple idea: take a single Gaussian splat "tile" and find a cut when two copies are placed near each other and overlapping, using dynamic programming to vary the size of overlap and where the cut should be. Have a variety of cuts to break a uniform tiling (the Wang tiles part) and now you have different tiles with different nearest neighbor constraints that you can use to tile the plane.

Probably a lot of details to be worked out in how to stitch Gaussian splats together but I imagine it's pretty do-able.

I think one of the problems with Gaussian splatting is generating content. You can take a static picture of something but it's hard to know how to use it for interaction. This is a way to generate 3d textured sheets, like sunflower fields, walls, caves, etc.

In my opinion, great idea.

  • jayd16 a day ago

    You could always make cinema quality environments in a traditional pipeline and render the splats offline for later realtime consumption.

joegibbs 15 hours ago

It looks great but I think the static-ness of gaussian splats is what's holding it back. You can't easily animate them or properly relight them like with polygonal rendering, so it's hard to combine two differently lit things. If someone came up with some kind of neural relighting for them or something it would be huge.

chii 14 hours ago

As an avid player of farming simulator, this is very interesting and i can see so many potential applications for it.

wiz21c a day ago

The gaussian splatting never cease to amaze me. I wonder if it would be OK to proceduraly (not by LLM) generate natural worlds for video games with that...

  • henning a day ago

    [flagged]

    • vslira a day ago

      Procedurally generated game worlds have been a thing since video games started, some of them even garnered some popular appeal, like a lego-looking one about crafting mines or something

    • jayd16 a day ago

      They mean procedural like Diablo is procedure.

nullc 5 hours ago

Microsoft research had some good publications on generating infinite non-repeating textures by (IIRC) markov-filling an aperiodic tile set, including creating video textures. I tried to find the examples a few months ago but the old URLs I'd bookmarked were no longer working.

lawlessone a day ago

Is it possible to make them skew(the right word here ?) in some way so that they could appear to blow in a breeze?

  • rallyforthesun a day ago

    Most implementations of 3d gaussian splats are static. They are based on pointclouds and not polygons. As these are captured with images and generated from them, the process has no semantic understanding of its content. There is no technical way to rig each flower or move vertices like in traditional 3d animation. It is mainly a pointcloud with no segmentation.

    But there are projects working on the semantic part, which could open a way to animate the detected objects individually in future.

    • lawlessone a day ago

      I i wasn't thinking individual flowers, though that would be nice, but maybe whole tiles somehow

      • semi-extrinsic a day ago

        For something as simple as this, you could probably just move the splats around with

          (x_hat*sin(y*t) + y_hat*sin(x*t))*exp((z_l-z_h)/2*z_h)
        
        where (x_hat,y_hat) are your basis vectors in the plane, z_l is the local z coordinate (subtract the terrain modifier used to move tiles up/down) , and z_h is the height of a flower.

        Or if you want to be more advanced, generate some curl noise and use it as a prefactor instead of x,y inside the sin(). And include the corresponding up-down motion as the stalks are constant length.

VikingCoder a day ago

Everybody Wang Tiles tonight.

But seriously, I didn't realize I wanted this. I was hoping to experiment with just repeating the same tile. This gives me hope that other people will make these techniques approachable.

  • slater a day ago

    > Everybody Wang Tiles tonight

    Damn you for putting this ear worm in my head

reactordev a day ago

Can we get a demo of this with a wind modifier added. My goodness! I can’t wait to explore virtual worlds with this kind of grass/foliage detail.