Retro_Dev
2 hours ago
Every time I hear about Gaussian splatting, I think about triangle splatting[0] - GPUs were built to render triangles, so I wonder what games would be like if we supported generating and rendering them as much as we do Gaussian splats.
guitarlimeo
2 hours ago
The Dreams game engine (only for PS4) does this and is able to achieve scenes that no other game engine can. Here's a technical talk about how they did it: https://www.youtube.com/watch?v=u9KNtnCZDMI
Actually sorry not sure if they use triangle splatting, but gaussian splats at least.
mrandish
an hour ago
The Sony Dreams beta in 2018, was truly revolutionary and even today the world hasn't caught up with a lot of its breakthroughs. I'd been deeply involved in the design of high-end, pro digital media authoring tools for two decades and when I saw that beta it blew my fucking mind.
Media Molecule (LittleBigPlanet) spent over 8 years creating Dreams, which would never have happened without Sony's funding, but the tragedy was forcing what could have been a brilliant high-end authoring tool into a gamepad / lean-back interface. Even now, there are still innovative UX approaches in Dreams that could be adapted into high-end 2D, 3D, compositing and animation tools like Blender.
Boxxed
2 hours ago
Pretty sure they use SDFs, not triangle or gaussian splatting
debugnik
an hour ago
If I recall their talk correctly, models are unions of SDFs, which get sampled into a point cloud, and each point gets splatted as another SDF primitive called a "fleck".
guitarlimeo
an hour ago
Ah thanks for the correction. The splat terminology they also use confused me.
sorenjan
2 hours ago
They've made a follow up to that called MeshSplatting. https://meshsplatting.github.io/
ffsm8
10 minutes ago
Isn't nanite in unreal engine exactly that?
To be clear, I'm not proficient in it's use, just watched a few videos about it's theory when it was initially announced
lambda
an hour ago
I think that Gaussian splatting is generally better, as the Gaussians are smoother and easier to optimize, if you can use them.
Things like triangle splatting are useful if you have to integrate into an engine that only support triangles. But with modern graphics pipelines, you can implement Gaussians quite efficiently, including newer techniques like Gaussian point splatting that can scale up seamlessly to enormous scenes:
* Video: https://www.youtube.com/watch?v=2AWv_nIfp-U
* Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...
weryberl5
an hour ago
Honestly there should be many more types of splatting imo...