3 ms·
Ask HN: Gaussian Splat for position-correct cubemap reflections?
An obvious use case for Gaussian splats in game rendering is to replace pre-baked cubemap reflections with Gaussian splats, so that your static level’s reflection lookup always have the correct positional perspective.
This way the runtime cost is just a GS lookup rather than fully retracing the scene every frame, if all you wanted is reflections of the static level.
You also don’t need to swap out cubemaps between different sections of your level, since the pre-baked “master splat” is correct everywhere in the level.
I’ve tried to Google recent papers and/or blog posts/YoutTube videos about people using it this way, but couldn’t seem to find any mentions of this particular low-hanging application for Gaussian Splatting.
Does anyone here on HN know of any ongoing work to replace cubemap reflections with Gaussian Splats?