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ovenchips

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blog.playcanvas.com 8h ago

Building the Grace Cathedral Experience

ovenchips
2pts0
blog.playcanvas.com 3mo ago

SuperSplat enables downloading for 3D Gaussian Splats

ovenchips
1pts0
blog.playcanvas.com 4mo ago

New in SuperSplat: Walk Mode, Streamed LOD and Easy Upload

ovenchips
1pts0
blog.playcanvas.com 5mo ago

Build Gaussian Splat Experiences with SuperSplat Studio

ovenchips
37pts6
superspl.at 10mo ago

Should Google Maps Switch to 3D Gaussian Splatting?

ovenchips
1pts0
blog.playcanvas.com 10mo ago

PlayCanvas Open Sources SOG Format for Gaussian Splatting

ovenchips
1pts0
blog.playcanvas.com 11mo ago

The PlayCanvas Editor Front End Is Now Open Source

ovenchips
1pts0
superspl.at 11mo ago

Combining macro photography with Gaussian splatting

ovenchips
3pts1
www.ryanfellers.com 1y ago

Cincinnati's Grand Hall Recreated in PlayCanvas Using 3D Gaussian Splatting

ovenchips
2pts0
blog.playcanvas.com 1y ago

PlayCanvas Adopts SOGS for 20x 3DGS Compression

ovenchips
3pts0
blog.playcanvas.com 1y ago

Render Your Gaussian Splats to Video with SuperSplat 2.2

ovenchips
2pts0
blog.playcanvas.com 1y ago

Publish Your Gaussian Splats with SuperSplat

ovenchips
56pts11
blog.playcanvas.com 1y ago

PlayCanvas React: Easy, Declarative 3D for React Developers

ovenchips
8pts3
playcanvas.com 1y ago

Show HN: SuperSplat – open-source 3D Gaussian Splat Editor

ovenchips
271pts59
newsroom.snap.com 1y ago

New Spectacles and Snap OS: The Next Frontier of AR Glasses

ovenchips
3pts0
spark.meta.com 1y ago

Meta to shut down its Spark AR platform

ovenchips
1pts0
blog.playcanvas.com 1y ago

PlayCanvas Engine Hits 2.0.0

ovenchips
2pts0
github.com 1y ago

SuperSplat 1.0: 3D Gaussian Splat Editor

ovenchips
2pts0
blog.playcanvas.com 2y ago

Create 3D Gaussian Splat Apps with the PlayCanvas Editor

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1pts0
blog.playcanvas.com 2y ago

A faster SuperSplat with PWA support

ovenchips
42pts4
blog.playcanvas.com 2y ago

Build WebGPU Apps Today with PlayCanvas

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1pts0
blog.playcanvas.com 2y ago

Using Visual Studio Code with PlayCanvas

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1pts0
blog.playcanvas.com 2y ago

Compressing Gaussian Splats

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134pts36
github.com 2y ago

SuperSplat: Open-source 3D Gaussian Splat Editor

ovenchips
2pts0
github.com 2y ago

PlayCanvas: Free and Open Source JavaScript Game Engine

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1pts0
github.com 3y ago

Earthatile – 3D Maps for your Apps

ovenchips
3pts0
blog.playcanvas.com 3y ago

PlayCanvas Integrates Sketchfab

ovenchips
2pts0
blog.playcanvas.com 3y ago

Moving from WordPress to Jekyll – A Case Study

ovenchips
2pts0
blog.playcanvas.com 3y ago

PlayCanvas adds support for Microsoft Volumetric Video

ovenchips
2pts0
blog.playcanvas.com 3y ago

GLTF Import Arrives in PlayCanvas

ovenchips
1pts0

One other little easter egg you may not have noticed. There's an American flag gently fluttering in the breeze on top of a nearby building. We were discussing whether to adds some birds as well, but that never made the final cut. You ask about factoring lighting away from the scene - actually, PlayCanvas can already do relighting and shadow-casting for gaussian splat-based scenes:

https://playcanvas.com/examples/#/gaussian-splatting/relight...

Some kind of day/night toggle would have been another great feature...but again, it didn't make the final cut of the experience. Maybe a HD Remix is needed. :o)

When you say that PlayCanvas is commercial, that's a little misleading. The PlayCanvas Engine (analogous to Three.js and Babylon.js) is free and open source (MIT). The PlayCanvas Engine is where you'll find all the cool 3DGS tech. There are two further frameworks that wrap the Engine (for those that prefer to use a declarative interface): PlayCanvas Web Components and PlayCanvas React. Again, both of these are free and open source (MIT). Only the PlayCanvas Editor (analogous to a browser-based Unity) has optional payment plans (for those that want to create private projects).

PlayCanvas Engine: https://github.com/playcanvas/engine

PlayCanvas Web Components: https://github.com/playcanvas/web-components

PlayCanvas React: https://github.com/playcanvas/react

Coming very soon is:

- Copy & Paste: e.g. delete a tree and fill the hole with a copied patch of grass

- Color Adjustments: tinting, brightness, etc.

If these aren't editing ops, I don't know what is. :) Sure, you _could_ go back and recapture photogrammetry or rerun training, but that's super costly in terms of time. SuperSplat lets you make simple edits quickly and easily.

Understood! As a little update, the PWA got offline mode support in v0.18.0. We're now adding improved file open+save support which should be done by the end of the week.

Thanks for the feedback. I agree that the performance improvements are the biggest win here. The PWA support is essentially the starting point, bringing installation and file association. Next up, we'll tackle file save using the File System API (instead of relying on sending exported scenes to the Downloads folder). I'm also keen to implement an offline mode (via Service Worker) soon too. Almost all SuperSplat users launch it in a desktop OS...so the PWA testing was done there. But out of curiosity, what should we tackle to make the experience great on mobile in your view?

I think you'll begin to see more advanced particle systems and physical simulations for a start. And 3D Gaussian Splatting will probably benefit too (since compute will probably enable much faster sorting of splats). So it's not really that this stuff wasn't possible before...but compute will enable these techniques to run far faster.

It's a bit more complicated than than. The front-end framework that the PlayCanvas Editor is built on (PCUI) is also open source: https://github.com/playcanvas/pcui Other open source tools like the glTF viewer are also built on it: https://github.com/playcanvas/playcanvas-viewer The rest of the Editor code is unminified and unobfuscated. The is done deliberately so devs can write extensions, report bugs and generally understand how it works. More of the Editor codebase will be open sourced over time.

No problem! Thanks for your feedback too. The examples browser is really designed to be a vehicle to learn and experiment with the engine run-time. It should be a great resource for engine-only developers - so hopefully the dvh will find it interesting. We've done a ton of work on the API reference recently too (https://developer.playcanvas.com/en/api/). It's a huge task, but yeah, we're working night and day to make the runtime easier to work with.

Thanks for the feedback! Good to hear that you experienced good performance from PlayCanvas in your tests. The majority of PlayCanvas users to opt for the Editor rather than using the Engine standalone, so yeah, the developer resources are biased a bit in that direction. But we are working hard to rebalance things towards the engine. For example, we're about to release a new engine-only examples browser app that's really cool. Key an eye out for it. :)