Show HN: Turning a Gaussian Splat into a videogame

(blog.playcanvas.com)

47 points | by yak32 2 days ago

4 comments

  • halflife 3 minutes ago

    I’m trying to understand from the video why this is better, it looks like a normal high resolution textures with precooked shadow maps.

    It has no dynamic lighting or effects, which makes the video look like a high quality game from 2006.

    • 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 24 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 2 hours ago

          Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment

          • yak32 24 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 40 minutes ago

              Probably for the best as, well, they are being pumped with lead.

            • poly2it 38 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.