Show HN: Turning a Gaussian Splat into a videogame

(blog.playcanvas.com)

47 points | by yak32 3 days ago ago

8 comments

  • halflife a few seconds ago ago

    I’m trying to understand from the video why this is better, it looks like a normal high resolution textures with precooked shadow maps.

    It has no dynamic lighting or effects, which makes the video look like a high quality game from 2006.

  • sev_verso 3 days ago ago

    Plays decently smooth on my M4 Max. It's probably still a long way from being a production-ready replacement for meshed environments, but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians, perhaps with support for basic procedural animation. Great work with the playable demo!

    • reactordev 22 minutes ago ago

      For me, the biggest issue this solves is the blank canvas paralysis problem. Artists are visual thinkers and need a little nudge in the right (art) direction. This is a great way to fill that blank sheet of paper with something that they can take and run with.

    • yak32 3 days ago ago

      Thanks! Yeah hybrid is a way forward, dynamic stuff is not easy

  • swiftcoder 2 hours ago ago

    Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment

    • yak32 21 minutes ago ago

      idealy it should be 4DGS but we are far away from it - real actors scan etc.. but somebody will do it later i am sure

    • dnnddidiej 37 minutes ago ago

      Probably for the best as, well, they are being pumped with lead.

  • poly2it 36 minutes ago ago

    I'm looking forward to seeing what will happen when gaussian splatting can be combined with DLSS 5. Gaussian splatting has a lot of potential in video games yet to be realised.