Show HN: Turning a Gaussian Splat into a videogame

(blog.playcanvas.com)

64 points | by yak32 2 days ago

7 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 1 hour 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 14 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.
    • yak32 2 days ago
      Thanks! Yeah hybrid is a way forward, dynamic stuff is not easy
  • 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...

  • 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 25 minutes ago
        This is better, but I think that a demo with more reflections and radiosity would be much more impressive
  • freakynit 20 minutes ago
    This tech reminds me of that Source Code(2011) movie for some reason.
  • swiftcoder 3 hours ago
    Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment
    • dnnddidiej 1 hour ago
      Probably for the best as, well, they are being pumped with lead.
    • yak32 1 hour 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 2 hours ago
      [flagged]
  • poly2it 1 hour 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.
  • 4ndrewl 2 hours ago
    [flagged]