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Gaussian Splatting in VR, all code written by me from scratch on DX12 + OpenVR. 2x2016x2240 res, no clever multi-view stuff yet so just running the whole render pipeline once per eye. Left the frame timer on so you can see I've been truthful about my perf :D

121,806 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

Now I've tried this I have a LOT of thoughts to share. 1) I was afraid the approximate affine transform of the gaussians into 2d would not be stereoscopically consistent. I am no longer concerned about that. By the time you get close enough you're out of stereo overlap.

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

2) I am thinking this is the future of geometry for VR. Why? - It is inherently anti-aliased, which is a big deal for VR - Its performance scales sublinearly with resolution - Geometric density in VR is more compelling than surface texture density

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

3) Even up close where the "illusion" of photorealism is broken, this is still really visually pleasant. It's like looking at brush strokes on a paint, vs. triangles when it's clipping plane city.

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

4) Photogrammetry / Novel view synthesis is not the most interesting use case, I want to be able to model these directly. Absolutely no reason you can't just replace SH colour with regular PBR material properties.

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

5) Speaking of Spherical Harmonics. For their massive data cost they don't add much. Bet you didn't even notice I disabled them for this video ;) (Not for perf reasons, they are by far one of the cheaper parts of the pipeline).

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

6) On aliasing, the fact we are "shading" per vertex let's us do interesting things like filtering the shaded geometry itself. In VR this could be a good way to combat specular aliasing, since we are always blending + averaging when using gaussian splats.

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

7) This performance is still unacceptably low. Let's put this in perspective, this is ~5M source primitives, and we're not doing any per vertex or pixel "shading". Not doing any sort of direct or indirect illumination.

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

8) So way slower than triangles. I think for this to be relevant for games, the geometry pipeline needs to be about 5-10x faster, and we need a way to scale to Billions of source primitives. Time to get working on that I guess.

Profilbild von NeubertIM 📯
NeubertIM 📯vor 2 Jahren

Amazing work

Profilbild von Charlie Shenton
Charlie Shentonvor 2 Jahren

Thanks!

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3D scanning and rendering is moving so fast - got my splats up and running and I'm mind blown getting ~100fps for this complex 3D scene ⬇️ 🤯 1. WAY faster than NeRF: For comparison, NeRFs would takes around 10 seconds per frame (!) Instead I'm zipping around with FPV controls without breaking a sweat - though I do crash a few times towards the end of the video lol 2. Old Meets New: Gaussian Splatting is cool in that it fuses classical graphics and deep learning techniques. Like NeRFs, this is still a radiance field - just without the slower (ne)ural rendering part. 3. Explicit Representation: Instead you represent a 3D scene as a collection of ellipsoidal "splats" called gaussians. Each gaussian has a position, size, and color. Rendering in real-time is done by projecting into the image plane and alpha blending. 4. Photorealistic Effects: Gaussian splatting use spherical harmonics to represent the view-dependent effects and lighting - allowing surfaces to change color when viewed from different angles, enabling greater photorealism. It doesn't use a neural network, but the training loop is similar to deep learning. 5. Enables Direct Editing: But it's not just speed - with Gaussian Splatting you also get 3D editing support! So you can select, move, and delete stuff, even relight stuff. This type of editing has been more tedious to do with NeRFs and their implicit black box representations. 📲 More tests cooking! Much more to unpack here including simpler explanations. If you enjoyed this post, you might enjoy my feed: Bilawal Sidhu

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