HNNewShowAskJobs
Built with Tanstack Start
GSWT: Gaussian Splatting Wang Tiles(yunfan.zone)
60 points by klaussilveira 5 hours ago | 18 comments
  • jasonjmcghee3 hours ago

    This is very cool. I wonder how well it could be combined with Wave Function Collapse (or the Nested variant)

    [1] https://github.com/mxgmn/WaveFunctionCollapse

    [2] https://nyh-dolphin.github.io/en/research/n_wfc/

  • michaelmior3 hours ago

    The in-browser demo is very cool! It's not clear from the linked page, but the GitHub repo[0] includes links to sample tile datasets that can be used for the demo.

    [0] https://github.com/zengyf131/gswt_renderer

    • jjcm2 hours ago |parent

      Very cool, performance is abysmal at least on my m1 pro mac though - only getting ~2fps.

  • abetusk4 hours ago

    There's no link to the paper, so I can only infer, but, if I understand correctly, this is a very simple idea: take a single Gaussian splat "tile" and find a cut when two copies are placed near each other and overlapping, using dynamic programming to vary the size of overlap and where the cut should be. Have a variety of cuts to break a uniform tiling (the Wang tiles part) and now you have different tiles with different nearest neighbor constraints that you can use to tile the plane.

    Probably a lot of details to be worked out in how to stitch Gaussian splats together but I imagine it's pretty do-able.

    I think one of the problems with Gaussian splatting is generating content. You can take a static picture of something but it's hard to know how to use it for interaction. This is a way to generate 3d textured sheets, like sunflower fields, walls, caves, etc.

    In my opinion, great idea.

    • jayd163 hours ago |parent

      You could always make cinema quality environments in a traditional pipeline and render the splats offline for later realtime consumption.

  • Jgoauh3 hours ago

    Crazy to see 2 of my niche interests interact. Great idea, you could extent the idea to use example based texture synthesis, such as Image Quilting https://www.merl.com/publications/docs/TR2001-17.pdf

  • lawlessone29 minutes ago

    Is it possible to make them skew(the right word here ?) in some way so that they could appear to blow in a breeze?

    • rallyforthesun20 minutes ago |parent

      Most implementations of 3d gaussian splats are static. They are based on pointclouds and not polygons. As these are captured with images and generated from them, the process has no semantic understanding of its content. There is no technical way to rig each flower or move vertices like in traditional 3d animation. It is mainly a pointcloud with no segmentation.

      But there are projects working on the semantic part, which could open a way to animate the detected objects individually in future.

      • lawlessone18 minutes ago |parent

        I i wasn't thinking individual flowers, though that would be nice, but maybe whole tiles somehow

        • semi-extrinsic2 minutes ago |parent

          For something as simple as this, you could probably just move the splats around with

            sin(sqrt(x*y)*t)*exp((z_l-z_h)/2*z_h)  
          
          where z_l is the local z coordinate (subtract the terrain modifier used to move tiles up/down) and z_h is the height of a flower.
        • rallyforthesun4 minutes ago |parent

          It is possible to import a 3d gaussian splat into houdini and animate it there. https://m.youtube.com/watch?v=3u9SAmr61gA

  • wiz21c3 hours ago

    The gaussian splatting never cease to amaze me. I wonder if it would be OK to proceduraly (not by LLM) generate natural worlds for video games with that...

    • henning3 hours ago |parent

      If you can't be bothered to make it, I can't be bothered to buy it, especially when it looks like blurry dog shit.

      • vslira3 hours ago |parent

        Procedurally generated game worlds have been a thing since video games started, some of them even garnered some popular appeal, like a lego-looking one about crafting mines or something

      • jayd163 hours ago |parent

        They mean procedural like Diablo is procedure.

  • reactordevan hour ago

    Can we get a demo of this with a wind modifier added. My goodness! I can’t wait to explore virtual worlds with this kind of grass/foliage detail.

  • VikingCoder4 hours ago

    Everybody Wang Tiles tonight.

    But seriously, I didn't realize I wanted this. I was hoping to experiment with just repeating the same tile. This gives me hope that other people will make these techniques approachable.

    • slater3 hours ago |parent

      > Everybody Wang Tiles tonight

      Damn you for putting this ear worm in my head