
VoxelKei
@VoxelKei • 27,974 subscribers
VRでいろいろやってます。 作ったもの: ProjectJAPANELAND, 日本列島VR, 日本列島360, HoleLenz, HoleLenz Gate, SpatialGate, NailCanvasVR, HandParticle. TONEVOKのボク
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Thank you for taking the time to write this up — and for the pointer to your thesis; that figure is beautiful. You're right that classical sphere inversion is exactly the starting point: the feature is named "Sphere Inversion" in the tool for that reason. "Inversphere" is the name of the resulting object, not a claim of new mathematics. I should say up front that I'm not a mathematician, so please correct me if I get any of this wrong. My motivation was visual rather than mathematical: with the classical map, the entire far field piles up into a dense blob at the center (10× farther ⇒ 10× closer), and I simply wanted to control that density to balance the look of the finished object. To do that, the radial profile is generalized to f(r) = R·h(v), where v = (R/r − R/D)/(1 − R/D) is a normalized inverted depth and h is a μ-law log compression, h(v) = ln(1+μv)/ln(1+μ). Classical R²/r is the special case μ = 0, D = ∞. The footage here uses μ > 0, so — as far as I can tell — the map shown is outside the conformal family: the tangential scale f/r and radial scale |f′| agree only in the classical limit. If I understand Liouville's theorem correctly, this trade-off was unavoidable: staying conformal in 3D leaves no freedom to adjust the density, so angle preservation is given up deliberately in exchange for control over it. With μ > 0, mid-field depth below the sphere surface grows like log r, so distant scenery layers logarithmically inside the sphere. The 3DGS side also needed some care: each splat's covariance is carried by the Jacobian J = s·I + (f′−s)nnᵀ, depth sorting has to be re-keyed because inversion reverses the radial order, and the on/off transition is a linear blend whose Jacobian is exactly mix(I, J, t). Thanks again for taking the time — an expert eye on this is very welcome.
VoxelKei30,252 просмотров • 5 дней назад

ついに3D Gaussian Splattingで作ったデータが物質化した。これはまだプロトタイプ。研究していくっ
VoxelKei296,888 просмотров • 6 месяцев назад

Gaussian Splattingと制作中のSplats Voxelizerを使って「手を近づけた場所だけ現実が現れるボクセル体」が産まれた。
VoxelKei474,208 просмотров • 11 месяцев назад

VRChatの世界を高速に3DGS化する仕組みを作ってます。かなり綺麗に再構築出来そう。LichtFeld Studioで3DGSトレーニングして、Spatialograph Makerでガラスに封入、さらにこれを3Dプリントすれば世界が広がるんじゃないかな。
VoxelKei138,023 просмотров • 3 месяцев назад

VRChatワールド「Spatialography」に新作5つを追加しました。青森県奥入瀬渓流の四季をガラスに収めたような作品群になっていて、特に最後の1つは外枠のガラス形状が今までよりも複雑になっていて面白いんじゃないかなと。#GaussianSplatting
VoxelKei52,730 просмотров • 3 месяцев назад

制作中のVRChat「Spatialography」ワールドの新しい試作。額縁に入った青森県奥入瀬渓流の雲井の滝のGaussian Splatting、の中に入れるようになりました。
VoxelKei132,221 просмотров • 1 год назад

3D Gaussian Splatting物質化計画。試作第三弾。やーばい、めちゃくちゃいい感じに出来てる。まだ手元には届いてないのだけど楽しみすぎる。Video by Crysta AI 🧊 3D Printing Thank you!
VoxelKei54,707 просмотров • 5 месяцев назад