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✨SuperSplat 1.8.0 is here✨ Open source 3D Gaussian Splat Editor 🌐HTML 3DGS viewer export 🪄Enhanced rendering of selected splats 🎦Orthographic views 🖼️Save screenshot Links below👇

19,726 次观看 • 1 年前 •via X (Twitter)

6 条评论

Will Eastcott 的头像
Will Eastcott1 年前

TRY SUPERSPLAT NOW: Release Notes:

Georgi Nikolov 的头像
Georgi Nikolov1 年前

adding html export is amazing!

Will Eastcott 的头像
Will Eastcott1 年前

Thanks Georgi! Glad you like it. I'm excited to see where we take it - lots more we could do to make the viewer more configurable/powerful.

Stefu44 ⛪️ 的头像
Stefu44 ⛪️1 年前

Its magical 😍

James Hollis 的头像
James Hollis1 年前

The new update is fantastic! I’m very impressed with the new features and I love the focus on making it easy to share splats. Well done sir!

Sebastian G 的头像
Sebastian G1 年前

@memdotai 3D gauss splat editor

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📢 Our lab has been exploring 3D world models for years — and we’re thrilled to share **PhysTwin**: a milestone that reconstructs object appearance, geometry, and dynamics from just a few seconds of interaction! Led by the amazing Hanxiao Jiang 👉 PhysTwin combines **Gaussian splatting** with **inverse dynamics optimization** based on simple **spring-mass** systems. ⚙️ The result? Real-time, action-conditioned 3D video prediction under novel interactions (i.e., 3D world models). 🔑 A few key takeaways: 1. Having the right structure (e.g., particles/masses) helps navigate the trade-off between sample efficiency, generalization, and broad applicability. 2. Visual foundation models (VFMs) have matured to the point where they can provide rich supervision for world modeling (e.g., tracking, shape completion). 3. Beyond VFMs, many crucial components have come together in recent years: Gaussian splats for rendering, NVIDIA Warp for high-performance simulation, and scene/asset generation from a wide range of labs and companies. The future of 3D world models is looking bright! ✨ 4. The resulting digital twin supports a wide range of downstream applications—especially in data generation and policy evaluation, thanks to its realistic rendering and simulation capabilities. 🎥 All code and data to reproduce the results, along with interactive demos, are available on the website. Check the following visualizations of: (1) observations, (2) reconstructed state/actions, (3) interactive digital twins, and (4) the overlays between real-world robot teleoperation and our model’s open-loop predictions.

Yunzhu Li

25,279 次观看 • 1 年前

There's been a few cool updates recently. In particular, Rerun 0.33 released headless rendering. This, along with the Fable 5 release pushed me to work torwards making MAMMA realtime! I threw Fable at the problem, and it was able to take original implementation that was ~12 seconds / frame and get it all the way down to 40ms /frame, or nearly a 300x speedup 🏎️ How did I achieve this? TLDR: - Use rerun's headless rendering as supervision when optimizing - Save rrd file as test fixture to guide model optiziation with /goal - create an html artifact with headless rendering to provide detailed breakdown of what it did and how it actually looks like in the viewer There were a few critical bits to make sure that this ACTUALLY worked and that Fable didn't just cheat or delete something and declare victory. The first is that the original version used Rerun, this allowed us to save things to disk as an RRD file, meaning we could query the contents and use this as a sort of test fixture or golden artifact that held EXACTLY what all of the values should be. Then we can use this with /goal as a metric when doing the optimization to ensure there are no regressions. The second bit is the headless rendering, this gave us the ability to check that not only did the test fixture pass, but it also looked visually correct. This made a huge difference, and an awesome side affect of it is that we can use the headless rendering to create an implementations.html file. This gives a visual guide as to what the agent did (I walk through it in the video below) Along with this, we're working on an MCP server for rerun that allows full interactivity with the rerun viewer for your agent. So for example the agent can click, drag, move views, scroll timelines, ect. I used this to help the agent debug certain parts such as when the 2d sam masks didn't line up, or if the triangulated keypoints werent correctly matching with the optimized mesh. The agents could go, click into the view, scroll through the timeline and see where things went wrong. Fable + Headless Rendering + Rerun MCP == 300x speedup in less then a days work With these new tools, I'm planning on going back to my gaussian splatting implemntation and cleaning it up + making it fast!

Pablo Vela

10,338 次观看 • 1 个月前

CSS Tip! 💫 You can create this responsive perspective warp animation with 3D CSS and container queries ✨ (Video reveals trick 👀) .warp { container-type: size; perspective: 100px; transform-style: preserve-3d; resize: both; overflow: hidden; } Couple of tricks in this one 🤓 The main idea is to create a tunnel (an open-ended cube). On each side of the tunnel, use linear-gradient to create the grid lines ✨ .side { background: linear-gradient(#​fff 0 1px, transparent 1px 5%) 50% 0 / 5% 5%, linear-gradient(90deg, #​fff 0 1px, transparent 1px 5%) 50% 50% / 5% 5%; } To position each side, you rotate on the x-axis by 90deg. Each side would become invisible at this point. So you give the scene perspective 😉 .warp__side--top { width: 100cqi; height: 100cqmax; transform-origin: 50% 0%; transform: rotateX(-90deg); } The cool part here is that you want to make each side the same height. But the container is responsive. So you can use a container query and make sure each side is 100cqmax tall 🫶 Then the "beams". Each side contains "beams". They have different colors, sizes, and positions, and move at different speeds ⚡️ We can control that through scoped custom properties. .beam { width: 5%; position: absolute; top: 0; left: calc(var(--x, 0) * 5%); aspect-ratio: 1 / 2; background: linear-gradient( hsl(var(--hue) 80% 60%), transparent ); translate: 0 100%; animation: warp calc(var(--speed, 0) * 1s) calc(var(--delay, 0) * -1s) infinite linear; } The magic here is though that a beam's animation is as basic as translating it from the top of the side to the bottom. And you can get that distance with a container query again 🔥 @​keyframes warp { 0% { translate: -50% 100cqmax; } 100% { translate: -50% -100%; } } And that is pretty much it! A cool warp animation effect using 3D CSS and container queries ⚡️ If you have any questions, let me know ᵔᴥᵔ CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

187,474 次观看 • 2 年前

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banmao 🐱🍌

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SpendWisely

29,433 次观看 • 6 个月前