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Aren't the gausian splats the output here? Or are these worlds fully meshed and textured assets? From my understanding, admittedly quite a shallow look so far,
by ehnto 1y ago
Aren't the gausian splats the output here? Or are these worlds fully meshed and textured assets?
From my understanding, admittedly quite a shallow look so far, the model generates gaussian splats then from that could implement the collider.
I guess from the splat and the colliders you could generate actual assets that could be interactable/animated/have physics etc. Unsure, exciting space though! I just don't know how I would properly use this in a game, the examples are all quite on-rails and seem to avoid interacting too much with stuff in the environment.
- lewispollard 1y agoThe page shows, near the bottom, how the main output is gaussian splats, but it can also generate triangular meshes (visual mesh + collider). However, to my eye, the triangular meshes shown look pretty low quality compared to the splat: compare the triangulated books on the shelves, and the wooden chair by the door, as well as weird hole-like defects in the blanket by the fireplace. It's also not clear if it's generating one mesh for the entire world, it looks like it is - that would make interactability and optimisation more difficult (no frustrum culling etc, though you could feasibly chop the mesh up into smaller pieces I suppose).