Show HN: Turning a Gaussian Splat into a videogame

(blog.playcanvas.com)

80 points | by yak32 2 days ago

8 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 2 hours 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.
      • cyber_kinetist 55 minutes ago
        Editing Gaussian Splats is still a pain in the ass in the artist's perspective. Even if you can create a good-enough first try using scanned data or generative AI, you just end up with a rough draft that you cannot polish in any way. Existing mesh-based tools allow you to edit the geometry relatively easily, since they are in a higher level discrete representation rather than just a point cloud data structure.
        • reactordev 33 minutes ago
          There’s some movement in this area to be able to surface quantize the splats but you are right, right now it’s simply just visual language and isn’t useful in the pipeline.
    • cubefox 16 minutes ago
      > but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians

      Those tend to move in the wind. Animations don't work well with splats. Or with any data structure except polygon meshes.

    • yak32 2 days ago
      Thanks! Yeah hybrid is a way forward, dynamic stuff is not easy
  • xnx 37 minutes ago
    Strikingly similar to the never completed Unrecord from 3 years ago: https://www.youtube.com/watch?v=IK76q13Aqt0
  • halflife 1 hour 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.

    • yak32 1 hour ago
      dynamic objects are still largely unsolved problem, I just tried to approach it in this demo. also this particular place doesn't have reflective surfaces, but technology supports it - check for example this splat https://superspl.at/scene/ff1d0393 or this one https://superspl.at/scene/6c822f84
      • halflife 1 hour ago
        This is better, but I think that a demo with more reflections and radiosity would be much more impressive
  • swiftcoder 3 hours ago
    Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment
    • dnnddidiej 2 hours ago
      Probably for the best as, well, they are being pumped with lead.
    • yak32 2 hours 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
    • DonHopkins 3 hours ago
      [flagged]
  • freakynit 1 hour ago
    This tech reminds me of that Source Code(2011) movie for some reason.
  • poly2it 2 hours 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.
  • ulfen 1 hour ago
    This for some reason reminded me of the "Killerspiele" debate [1] we had in Germany after a dramatic school shooting. The shooter had previously built a map of the school in Counter-Strike. With this it's not a long stretch from there to having a realistic map of a school... Which would have given him a better rating than the one he got for his map: "I'd like to see the school that actually has lighting like this." [2] Hopefully this tech will never used for something like this.

    [1] https://de.wikipedia.org/wiki/Killerspiel [2] https://www.spiegel.de/netzwelt/web/schuelerhobby-mapping-me...

  • 4ndrewl 2 hours ago
    [flagged]