Posted by ibobev 8 hours ago
At least if it's progressive (so refines and resolves over time), this has been done with pointclouds in the VFX industry in GPU shaders for years in terms of stochastically drawing different points so eventually the whole point set gets rasterised to a fidelity threshold.
Or the per-pixel coord atomic I guess?
Kind of like Minecraft... but with user-generated gaussian-splat blocks.
Yes, you're right that composing the best picture for an eye point could (and does) use splats from all over the scene.
But I think if you limit to splats that are (entirely, mostly, partially?) inside the 1m^3 block, you'll do pretty well. And you're absolutely right that reflective surfaces would probably be the first to suffer.
Well, it's worse than that. Because if you make a 1m^3 pond cube, and then I go putting trees around it, a naive rendering would still show YOUR reflections in the pond, rather than rendering from that pond's point of view, etc, like traditional rendering.
One of Gaussian Splats strengths, that it doesn't care... becomes a problem for me.
Point splatting does introduce a lot of noise though, and their denoiser introduces ghosting, but they say a more sophisticated denoiser would give considerably better quality.
Really?! What OSs can handle that many native threads?
Also, this seems quite similar to stochastic progressive drawing of pointclouds for realtime that has been done for > 15 years in the VFX industry with GPU shaders in a tiled/bucketed fashion, unless this isn't progressive maybe? (The fact it's been accepted for Siggraph likely indicates it's slightly different).
Future proofing I guess...
Ordinarily I don't prefer video, but the visuals are helpful here.
Also, an online interactive, but it seems to only work in Chrome: https://superspl.at/scene/ff1d0393