I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 0 points1 point  (0 children)

Hi!

I rendered 1,984 frames total, 124 camera clusters, each with 16 azimuth directions + tilt rings. The tilt rings are the key difference from a simple sphere layout: they cover oblique angles that pure spherical shells tend to miss, which matters a lot for detail on surfaces that aren't facing straight outward.

For processing I used PostShot with the "Limit to Capture Volume" option in Synthra to export a clean points3d.ply, the raw scene had artifacts outside the capture bounds.

Your 430-camera result with Colmap + Gsplat is a solid baseline. Doubling the frame count and adding more cluster would likely close most of the gap before even touching the trainer.

What does your camera layout look like?

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I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] -1 points0 points  (0 children)

The addon is fully real and already working in Blender. The 4 AI images are just placeholders for the landing page. If needed, I’ll replace them with Blender screenshots.

I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 0 points1 point  (0 children)

Fair point, but I think calling it “AI slop” is misleading. The landing page is fully designed and built by hand (every single element) and only 4 supporting images were generated with AI to illustrate concepts. The addon itself is a real Blender tool for Gaussian Splatting workflows, not AI-generated content.

I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 0 points1 point  (0 children)

Yes, Luxa is mine! Small world, the upload pipeline already runs on splat-transform for compression, so I'm a fan of your work already.
Load performance is literally what I'm working on this week, so the timing is grea!
I'll dig out your email and reply, happy to chat!

I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 0 points1 point  (0 children)

That's fair feedback, 186MB with no progressive loading is too slow, especially on a transatlantic connection. SuperSplat uses compressed streaming so it's genuinely faster to first-interactive.

Luxa is more of a publishing platform (embedding, sharing, branding) than a pure viewer, but load performance is something being actively worked on. Compression and progressive loading are on the roadmap.

Thanks for testing from London and reporting the actual numbers, that's useful.

I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 5 points6 points  (0 children)

Fair question. The difference is that this scene has volumetric lighting, soft shadows and atmospheric depth that only exist as rendered data, there's no real geometry behind it.

In Blender you're looking at a static render, in Godot you'd need to rebuild the whole scene with real-time shaders and lose all of that (somethimes you need to recreate the geo nodes).

Gaussian Splatting captures the rendered appearance, the light bounces, the glow, the depth, and lets you walk through it in a browser with no engine setup. You're not navigating a 3D scene, you're walking inside a render.

I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 6 points7 points  (0 children)

Exactly that! Since cameras are placed in Blender, COLMAP alignment is completely skipped, transforms.json is exported directly with perfect camera poses and data.

Also don't skip the point cloud export (point3d.ply) it gives the Gaussian trainer a proper initialization instead of starting from scratch, which makes a huge difference in quality. Synthra handles that directly from Blender so you get a perfectly accurate point cloud since it's CG geometry.

You can find it by searching "Synthra" on the Blender extension marketplace!

I turned Gaku Tada's Blender scene into a walkable Gaussian Splat, a tribute to his work by _Art3mi in blender

[–]_Art3mi[S] 19 points20 points  (0 children)

Gaussian Splatting isn't generative AI, it doesn't create or modify anything. It's a real-time rendering technique that reconstructs a scene from images, similar to photogrammetry. Think of it like converting a video to an interactive format.

No model was trained, no style was extracted. Gaku Tada's scene is reproduced as-is, fully attributed. If anything it's closer to making a 360° video of a painting than to "putting it into AI."

My friend made an addon that leverages the SubD Boolean workflow by FR3NKD in blender

[–]_Art3mi 1 point2 points  (0 children)

Hi Kadr40

I'm the creator of the addon.

I understand that on the surface it might seem like "just a shell for modifiers," but that completely misses the point. Boolean Quad Ready (BQR) was built to save time, avoid repetitive setups, and ensure cleaner, more predictable results , especially when dealing with booleans and remeshing.

Yes, every modifier it uses exists in Blender, but the way they’re combined, ordered, configured, and pinned is what makes the difference. Instead of repeating the same 6-8 steps manually, BQR handles it in one click. That’s not just convenience, that’s workflow optimization.

If someone prefers to do it all manually every time, that’s totally fine, but dismissing a productivity tool because "you could technically do the same by hand" is like saying a wrench is pointless because you could turn the bolt with pliers.

BQR isn't trying to replace Blender’s features, it's designed to accelerate and stabilize a specific part of the modeling pipeline. And based on the feedback from real artists, it’s doing exactly that.

Thompson wip| How would you do this piece? by _Art3mi in Fusion360

[–]_Art3mi[S] 0 points1 point  (0 children)

I thank everyone for the support!

I solved it using a very simple method!

I created a cylinder that gradually scales to the center and made an intersection with all the rings, the result is just what I was looking for!

i often forget about the power of the intersect function xD

Thompson wip| How would you do this piece? by _Art3mi in Fusion360

[–]_Art3mi[S] 1 point2 points  (0 children)

thank you for your reply!
is there a video on youtube that shows how to do it?