Been doing this at Faro Inc since 2023 - I helped build it. The real magic is simply the lookup rasterization on device. Since mobile device GPU’s are fast now it fits inside the geometry shader.
ge96 · 1h ago
Why am I seeing "splatting" more often recently thought it was old tech
hirako2000 · 1h ago
If you call a few years, 'old'.
Anyhow the novel approach opened the route for building on top. A paper recently proposed dynamic captures, for real time animated Gaussian Splats.
It will go on there is so much to explore research-wise, optimisation like this innovation along is a large field of efforts.
nomel · 1h ago
Most tech is "old", with new use cases and accessibility. I think it's most interesting when it jumps into my pocket.
Are there any existing examples of partial render offload to the cloud?
Crazy good insight here: splatting is largely a search problem, and that can be offloaded to the cloud.
> Specifically, on the cloud side, we propose asynchronous level-of-detail search to identify the necessary Gaussians for the client. On the client side, we accelerate rendering via a lookup table-based rasterization.
Anyhow the novel approach opened the route for building on top. A paper recently proposed dynamic captures, for real time animated Gaussian Splats.
It will go on there is so much to explore research-wise, optimisation like this innovation along is a large field of efforts.
Crazy good insight here: splatting is largely a search problem, and that can be offloaded to the cloud.
> Specifically, on the cloud side, we propose asynchronous level-of-detail search to identify the necessary Gaussians for the client. On the client side, we accelerate rendering via a lookup table-based rasterization.