
Alex
@alexfredo87 • 4,100 subscribers
Indie game dev, working on a standalone VR multiplayer game.
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After a lot of research, I managed to create a tool for Godot that makes it possible to animate Gaussian Splatting with bones, especially for human bodies using Godot’s Skeleton3D. There are still a few small bugs when importing animations, but I’m definitely on the right track.
Alex42,086 次观看 • 2 个月前

Big news I found a way to convert Gaussian Splatting into a standard mesh while preserving all the visual advantages of Gaussian Splatting, such as reflections, shadows, and lighting that changes depending on the viewing angle. The result is excellent performance, even on an old laptop or a VR headset. And of course, the mesh can be animated like any regular 3D mesh, while still keeping the visual benefits of GS. I’ll soon show a full-body character animated using this technique.
Alex37,137 次观看 • 2 个月前

I'm testing tree generation using only two reference images. Basically, my Gaussian Splatting generation technique works with almost anything. I can't wait to see the final result once I’ve gathered a huge library of realistic assets for my game. For optimization, I’m planning to use a LOD system that dynamically reduces the number of Gaussian splats based on the distance from the camera.
Alex30,539 次观看 • 2 个月前

📢 I’m testing ViggleAI new AI tool, PINOC, and it’s seriously impressive. You can create 3D Gaussian splatting models from just one image and animate them with a video! It’s the first AI I’ve tried that can animate Gaussian splatting models. I also talked to someone from Viggle, and they might add the option to import your own Gaussian splatting models and animate them. If that happens, I’ll probably make a video tutorial showing how to boost the detail level of a Gaussian splatting model by 4x to create highly realistic animated characters.
Alex29,776 次观看 • 2 个月前

For the facial animations in my game, I use a technique that yields results similar to L.A. Noire. To keep it simple: I first generate a facial animation video using AI like LTX 2. Then, I create a video depth map from that animation and project it onto a face mask. Using vertex displacement, the depth map dynamically deforms the face as the character speaks. The result looks good in standalone VR. I actually created this workflow long time ago:
Alex48,189 次观看 • 4 个月前

I'm testing AI projection texturing on mobile devices like the Meta Quest and Samsung phones. I'm using a technique similar to Carmack's Virtual/MegaTexture to optimize the texture projections (quite a few projections are missing in this scene). I think I'm going to make a Counter-Strike like for mobile VR with AI projection texturing.
Alex53,991 次观看 • 5 个月前

I'm testing a shader that adds a detail texture at close range in VR, so it doesn't get blurry even if the player sticks their face right up against a wall. Note that the detail texture used here is just a quick placeholder the transition and details will be better in the final build.
Alex51,523 次观看 • 5 个月前

A comparison between my script, which converts a single image into Gaussian Splatting, and Apple’s Sharp. I’m getting better and more consistent results, with no deformation, and I can generate as many viewing angles as I want. The only downside is that it takes more time to compute.
Alex14,355 次观看 • 2 个月前