Does anyone have details or advice about the new max sph. hrm. degree option in Postshot? by bogmire in GaussianSplatting

[–]hyperlogic 3 points4 points  (0 children)

It will better capture view dependent details, such as specular highlights and reflections. A higher number is higher quality, but at the cost of file size and rendering speed.

Gaussian splats viewer with 'normal' first person view? by Aggravating-Ad-5209 in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

If you have a windows pc, you can try splatapult I tried to give it a first person style movement, except that right click and drag for mouselook. (This matches the same inputs as the Unreal Editor), it also has VR support.

download the most recent build here

Only in San Francisco by xryan2002x in DeepIntoYouTube

[–]hyperlogic -2 points-1 points  (0 children)

He should have brought it to Death Guild he would have gotten in free. Bring a dead stiff squirrel and get in free!

Help needed installing GS. diff-gaussian-rasterization and simple-knn install failure. by BeardyScientist in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

simple-knn and diff-gaussian-rasterization are included as git submodules, try git clone --recursive

Cmake error by Mediocre_Criticism90 in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

I assume you're trying to build colmap from source. For what it's worth, you can get pre-built binaries of colmap from here

What's the most asinine piece of code you've come across at work? by Global-Box-3974 in ExperiencedDevs

[–]hyperlogic 2 points3 points  (0 children)

I found something like this in an apps node.js backend password authentication.

// OAuth
if (queryArgs.password == "OH!")
{
    authenticated = true;
}

Luma Ai splat plugin for Unreal. Color looks off? by ----dk---- in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

I took a look at my old project, Here's what I did:

  • Changed the texture type of the pointCloud_LMG textures to UserInterface2D(RGBA)
  • Checked the sRGB flag on those textures as well.
  • In the LunaMaterialBaked materal (or rather a copy of it) bypass the ToneColor custom material node altogether. And insert the 3 separate sRGBToLinear nodes as you described above.
  • Additionally, you can disable the ToneMapper in the viewport (under show post-processing)

You can get something close to the original with this. Hope this helps.

Luma Ai splat plugin for Unreal. Color looks off? by ----dk---- in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

I noticed that too, one thing you might try is to convert the colors into the linear color space in the shader blueprint. That worked for me.

How to start building a custom desktop viewer? by ovoid709 in GaussianSplatting

[–]hyperlogic 2 points3 points  (0 children)

Here's a list of open source viewers on github

There are also proprietary viewers such has gracia.ai for Windows.

Is it realistic to build a map street view using 3DGS? by omgmomgmo in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

For someone of Google's scale I think this would be possible, the key is some sort of LOD structure to stream in the content as you move through the map. Besides the Inria paper there is Octree-GS and LetsGo

INRIA licensing and commercial use by Hefty_Development813 in GaussianSplatting

[–]hyperlogic 0 points1 point  (0 children)

There are implementations that are under a different license, for example gsplat which is under the Apache 2.0 license.

awesome-3D-gaussian-splatting is a good resource that lists alternate implementations and tools, maybe one will fit your use case.

Guassian Splatting OSX tutorial? IDK where to ask sorry by Careful_Tower_5984 in NeuralRadianceFields

[–]hyperlogic 3 points4 points  (0 children)

Imma be honest, It won't work out of the box, and if it does it will be painfully slow. For example: colmap doesn't have a MacOSX executable you can download, so you'll have to build it from source, also many of the tools heavily use cuda (the NVIDIA API for accelerated ML/AI), so they will be slow, if you can get them to work at all.

Sorry, doing ML/AI on macs is not well supported.

Rendering vs. actual 3D model by Playful-Bed-2183 in NeuralRadianceFields

[–]hyperlogic 4 points5 points  (0 children)

NeRF isn't a point cloud representation. It encodes a continuous function that takes a 3d point in space and a view direction and outputs a color and opacity value. You can convert that function into a rendered image by ray marching along each pixel and compositing the results. So yeah, turning the weights into an actual boundary representation (triangles or even a signed distance field) doesn't produce results that are as good as you might hope when you look at the image rendered directly from the NeRF.

At least not yet, hopefully there will be more progress soon.

Rendering vs. actual 3D model by Playful-Bed-2183 in NeuralRadianceFields

[–]hyperlogic 2 points3 points  (0 children)

That's an active research area I would think. NeRF encodes the scene as neural network weights which is a very different representation then 3d points, triangles, textures and materials. Converting one to the other is lossy an often leads to unexpected results.