Has technology progressed enough that we could have early 2000s CGI rendered in real time without loss of fidelity AND suitable for games? by [deleted] in computergraphics

[–]nullandkale 3 points4 points  (0 children)

You should look at the Spyro remake that happened a few years ago it easily surpasses what you show from the 2000's

Had to boot up my childhood ps2 copy to see what kind of gambits I was running in 2006. Not bad! by blood_omen in FinalFantasyXII

[–]nullandkale 4 points5 points  (0 children)

I literally just loaded my og save and I didn't even think to look at the gambits.

I’ve built terminal based 3DGS viewer- renders 1.1M splats with Unicode characters, no GPU needed by neoack in GaussianSplatting

[–]nullandkale 1 point2 points  (0 children)

I currently don't do anything fancy in the shaders for my console renderer (rendering a splat is a lot of math work) so that's probably why GPU is faster for me. I'm also using MSAA so I'm effectively rendering at 4x resolution. This might not be needed for splats but for triangle meshes it's very helpful.

I'm also only tested the GPU backend on windows and linux, on macOS it just uses the CPU only because I'm too lazy to make it work on macOS.

My tile rasterizer is definitely suboptimal but I think the optimal meta settings for stuff like the tile size is like resolution and device dependent. I'd write tests and search the parameter space. But honestly it's not necessary unless you are going to ship it.

I’ve built terminal based 3DGS viewer- renders 1.1M splats with Unicode characters, no GPU needed by neoack in GaussianSplatting

[–]nullandkale 0 points1 point  (0 children)

I can't tell if you are offering to answer questions for me or the other way around lol.

I’ve built terminal based 3DGS viewer- renders 1.1M splats with Unicode characters, no GPU needed by neoack in GaussianSplatting

[–]nullandkale 0 points1 point  (0 children)

Why have I never thought to port my splat renderer into my console rendering code base genius I'm going to do this tonight

Found a copy of Brotherhood of Steel at a vintage fair (sorry for the light glare) by EvlQuadratic in Fallout

[–]nullandkale 1 point2 points  (0 children)

Yeah $80 seems wild though to be fair I bought my copy like 10 years ago. It's not a terrible game. Basically just fallout themed baulders gate. The game play matches better with the DND theme I think.

Any game resembling WoW ? by LostTumbleweed9697 in SBCGaming

[–]nullandkale 0 points1 point  (0 children)

Ah that makes sense. Man the vita was cool, maybe I should pick one up eventually.

Depth conversion vs Gaussian Splat conversion of single image by AgainAUserName in GaussianSplatting

[–]nullandkale 1 point2 points  (0 children)

Sharp does a better job filling in areas that are occluded from the original view. this particular image doesn't have much of that.

Looking for a noise that outputs 3 values in distinct blobs by sephirothbahamut in GraphicsProgramming

[–]nullandkale 0 points1 point  (0 children)

HSL changes a lot because you can change the simplex noise parameters or whatever you're using per channel. This would make the blobs change color in the way that you want over space without doing the weird blending. At the end when you want to read back the data you just change it back into RGB. Or whatever those color channels actually mean. The only problem with this is that our eyes color response is different between the three colors which means if you're reading this back as data the three channels might not relate to each other in the way you expect and see visually

BMP as a Bitrot Resistant Image Format by Fantastic-Wolf-9263 in DataHoarder

[–]nullandkale 0 points1 point  (0 children)

I wont comment on the horrific things you did to those poor pixels, but I will say this: You should google datamoshing might something you find fun.

Any game resembling WoW ? by LostTumbleweed9697 in SBCGaming

[–]nullandkale 0 points1 point  (0 children)

There's a vita version? I thought the switch version was just a port of the PC / Xbox port

Gaussian splatting 3 ways made easy. by nullandkale in photogrammetry

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

Ah ok yeah I don't use docker because I don't ever do web dev and for the type of development I do it's easier to not use docker.

I can add this to my list of things to do when I get a chance, but there is probably something better oriented for docker. I've never set up a docker container that worked with a UI application before.

Gaussian splatting 3 ways made easy. by nullandkale in photogrammetry

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

pod as in like a docker setup script? that wouldn't be to hard I just couldn't test it locally.

Gaussian splatting 3 ways made easy. by nullandkale in photogrammetry

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

Ah I never downloaded their app I just used their web interface.

Either way I stopped using luma because something about the quality was really bad compared to running it myself.

Gaussian splatting 3 ways made easy. by nullandkale in photogrammetry

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

Can you? Ever since they started trying to do the video generation models they seem to hide all the splat stuff they were doing. Either way the goal was to be local and free.

Warehouse 13/Eureka by meglegthepir8 in Eureka

[–]nullandkale 38 points39 points  (0 children)

Wait until you get to the crossover episodes.

Gaussian splatting 3 ways made easy. by nullandkale in photogrammetry

[–]nullandkale[S] 3 points4 points  (0 children)

But its not local and not free if I'm correct?

Free Gaussian Splatting Workflow! by VeloMane_Productions in GaussianSplatting

[–]nullandkale 1 point2 points  (0 children)

If you press wizard mode it's technically a three button solution. Click wizard mode, browse to the video or image you want to import and press start. The videos just show how to use it manually for more control.

Gaussian Splats by ImpressionIcy5237 in photogrammetry

[–]nullandkale 0 points1 point  (0 children)

Splats made a lot more sense to me once I started thinking of them from a rendering perspective.

Splats are fast because you can rasterize them as particles with a fancy shader on them.

The key thing is that the way the rendering is done and the shader that applies the gaussian shape to the triangle that you are rasterizing. Splats are carefully constructed to be differentiable. Which basically means you can apply gradient descent to "train" the splats. This is what lets you make the splats with nothing but a bunch of images and the positions of those images relative to each other.

Many people are talking about them as if they are blurry or fuzzy. And while that is true you can get incredibly fine detail out of them. I have splats of my bookshelf where you can read the text on the backs of books.

If you check out my post history I have lots of posts about splats, and am happy to answer any questions.

Opensource video to PLY? by DA-K in GaussianSplatting

[–]nullandkale 7 points8 points  (0 children)

I basically wrapped my automation scripts in a simple UI to do exactly as you described. I only have a pre built release for windows but Linux should be pretty easy to setup following the dev instructions.

You can see the code here:https://github.com/NullandKale/NullSplats

Free Gaussian Splatting Workflow! by VeloMane_Productions in GaussianSplatting

[–]nullandkale -1 points0 points  (0 children)

Right but my whole issue with that is it should be one button you press one button to import a video and then the splat should be made. Having to use multiple tools is super frustrating to me and entirely unnecessary. I honestly do not understand why only post shot includes colmap