(And if that doesn't work for you, please let me know!)
HN user
slimbuck
Donovan Hutchence, Software engineer
https://slimbuck.com https://github.com/slimbuck
Hello, I'm wondering whatever you mean? You can absolutely walk around the church indoors on mobile. Just tap to walk.
If you can, please check any output/errors on the developer console?
We (playcanvas) use k-means clustering to generate a 64k entry palette of coefficients in our SOG compressed GS format.
The data savings are huge, but the compression step is slow and requires a GPU.
It would be awesome if we could find a better/faster method of compressing these 45 dimensional monsters.
Right, thanks for confirming. It seems firefox related. We'll get this patched asap!
Hello, playcanvas developer here. May I ask what phone/device you're on? Might be a bug. (No pun intended).
Have you tested the shader's runtime performance penalty after minification?
Also wondering how you handle named uniforms?
Some of these would be better converted to 3dgs.
This app was made in the PlayCanvas editor. The models were imported and a custom GLSL shader written to handle the particle animations.
I'm not really sure what you mean. Think of SuperSplat as the photoshop of gaussian splats?
- SuperSplat dev :)
I love this article! I used it as a basis for the multi-level grid in SuperSplat (https://playcanvas.com/supersplat/editor).
Yes Dreams is actually a huge inspiration with the realtime rendering side of gaussian splatting. Specifically this presentation by Alex Evans https://www.mediamolecule.com/blog/article/siggraph_2015.
Dreams doesn't use gaussian splats as such, but we still learn a lot about how to compress and render a huge number of particles efficiently. (We're not doing half of this on PlayCanvas... yet).
Did you see that we credit Aras at the end of the post and link to his website?
Splats change color based on direction, but opacity is constant.
Yes! We are using this clustering approach for position and scale data.
It's definitely possible to compress/palletise the SH bands (see https://aras-p.info/blog/2023/09/27/Making-Gaussian-Splats-m... for one approach).
We just found that splats encode some view-dependent shininess anyway (for example the guitar body https://playcanvas.com/model-viewer?load=https://code.playca...) and so considered the extra data and rendering cost of SH not worth it for now.
It would be quite straightforward to add SH to the PLY file and we'll definitely consider it in future!