Show HN: Turning a Gaussian Splat into a videogame

(blog.playcanvas.com)

44 points | by yak32 2 days ago

4 comments

  • sev_verso 2 days 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 11 minutes 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 2 days ago
      Thanks! Yeah hybrid is a way forward, dynamic stuff is not easy
  • swiftcoder 1 hour ago
    Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment
    • yak32 11 minutes 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 27 minutes ago
      Probably for the best as, well, they are being pumped with lead.
    • DonHopkins 59 minutes ago
      [flagged]
  • poly2it 25 minutes 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.
  • 4ndrewl 49 minutes ago
    [flagged]