Show HN: Real-Time Gaussian Splatting
49 markisus 25 5/15/2025, 1:26:49 PM github.com ↗
LiveSplat is a system for turning RGBD camera streams into Gaussian splat scenes in real-time. The system works by passing all the RGBD frames into a feed forward neural net that outputs the current scene as Gaussian splats. These splats are then rendered in real-time. I've put together a demo video at the link above.
I wonder if one can go the opposite route and use gaussian splatting or (more likely) some other method to generate 3D/4D scenes from cartoons. Cartoons are famously hard to emulate in 3D even entirely manually; like with traditional realistic renders (polygons, shaders, lighting, post-processing) vs gaussian splats, maybe we need a fundamentally different approach.
Is there some temporal accumulation?
Supervised learning actually does work. Suppose you have four cameras. You input the three of them into the net and use the fourth as the ground truth. The live video aspect just emerges from re-running the neural net every frame.
That being said, afaict OP's method is 1000x faster, at 33ms.
I'm also following this work https://guanjunwu.github.io/4dgs/ which produces temporal Gaussian splats but takes at least half an hour to learn the scene.
I've considered publishing the source but the source code is is dependent on some proprietary utility libraries from my bigger project and it's hard to fully disentangle it and I'm not sure if this project has some business applications but I'd like to keep that door open at this time.
This is getting unreal. They're becoming fast and high fidelity. Once we get better editing capabilities and can shape the Gaussian fields, this will become the prevailing means of creating and distributing media.
Turning any source into something 4D volumetric that you can easily mold as clay, relight, reshape. A fully interactable and playable 4D canvas.
Imagine if the work being done with diffusion models could read and write from Gaussian fields instead of just pixels. It could look like anything: real life, Ghibli, Pixar, whatever.
I can't imagine where this tech will be in five years.
100%. And style-transfer it into steam punk or H.R. Giger or cartoons or anime. Or dream up new fantasy worlds instantaneously. Explore them, play them, shape them like Minecraft-becomes-holodeck. With physics and tactile responses.
I'm so excited for everything happening in graphics right now.
Keep it up! You're at the forefront!
Could you or someone else wise in the ways of graphics give me a layperson's rundown of how this works, why it's considered so important, and what the technical challenges are given that an RGB+D(epth?) stream is the input?
Usually creating a Gaussian splat representation takes a long time and uses an iterative gradient-based optimization procedure. Using RGBD helps me sidestep this optimization, as much of the geometry is already present in the depth channel and so it enables the real-time aspect of my technique.
When you say "big deal", I imagine you are also asking about business or societal implications. I can't really speak on those, but I'm open to licensing this IP to any companies which know about big business applications :)