Animated Gaussian Splat!

I am making a game with Gaussian splats as the primary 3d renderer (trying to be the first game to do this hopefully), and wanted to have more control over the outputted splat… So I did what any normal person would do and load in a gaussian splat, then reverse deconstruct it into its original spherical harmonics by accessing the buffer data via a Uint8Array and a Float32Array and then animate each point to “reassemble” the outputted splat. I ended up with this pretty cool output!

I will try to get this on the playground later when I have more time, this version is very janky and missing loads of features which broke and it’s slow. I need to move some of this logic onto the GPU. I originally got this working with a point cloud, but to make it work for GS I had to break some point cloud functions which I am trying to fix.

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This is a great demo!
You also have the ability to do it with nme. There is a special graph type for GS where you can change poisition/color, etc

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