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pixelsynth
searching PlanetScale…
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by
pixelsynth
1y ago
There are a lot of tools to do this easily today, for free! Take a look at Postshot, or Brush. You can literally take a video with your mobile phone, toss it in Postshot, and a few minutes later you have a photorealistic 3DGS model you can
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pixelsynth
1y ago
Yeah you're right, using float16 gets us 0x7C00 buckets of resolution only. We could explicitly turn it into a log encoding and spread it over 2^16 buckets and get 2x the range there! Other renderers do this dynamic per-frame range adj
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pixelsynth
1y ago
We have a WebXR demo we built during Spark's development that showcases 3DGS running on Quest 3 or Vision Pro: https://lofiworlds.ai Make sure to enable hand tracking so you can "touch" the Gaussian splats :). (ta
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Show HN: Lofi Worlds – Relax to 3D generated worlds in VR
(lofiworlds.ai)
17 points
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pixelsynth
1y ago
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0 comments
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pixelsynth
1y ago
It's an interesting idea, and with spark you could test this by adjusting the parameter maxStdDev to control how far out it draws the splat. I agree with you though that in general 3DGS is a worse representation for hard, flat, synthet
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pixelsynth
1y ago
We are purposefully trading off some sorting precision for speed with float16, and for scenes with large Z extents you'd probably get more Z-fighting, so I'm not sure if I'd recommend it for you if your goal is max reconstruc
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pixelsynth
1y ago
Spark allows you to construct compute graphs at runtime in Javascript and have them compiled and run on the GPU and not be bound by the CPU: https://sparkjs.dev/docs/dyno-overview/ WebGL2 isn't the best graph
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pixelsynth
1y ago
Most 4DGS reconstruction methods right now are exactly that: setting up many cameras and recording them simultaneously so you can reconstruct each instant in time as a 3DGS. In the future it might be possible to use a single camera and have
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pixelsynth
1y ago
Yes, Spark does instanced rendering of quads, one covering each Gaussian splat. The sorting is done by 1) calculating sort distance for every splat on the GPU, 2) reading it back to the CPU as float16s, 3) doing a 1-pass bucket sort to get