Gaussian Splat Re-lighting and Proxy-based Shading Dynamics

Providing a clean and convenient API for the relighting of splats as well as for using proxy meshes to drive shading dynamics would greatly enhance the experience.

I came to this realization when attempting to port this PC project which uses a proxy mesh.

Once these APIs are added, canonical examples in the docs would be of great value to the community.

cc @Cedric

This would be call to have even if it needs a very beefy gpu :slight_smile:

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Perhaps just a proxy-based shading demo then?

you mean a proxy mesh generated from the splats and additive blending?

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Yes indeed.

I should work for opaque-like geometry. but for foliage, for example, it will be a bit messy.

or doing it directly with splats for shadow pass and getting shadow/light info per splat but then it will be quite slow.

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Perhaps then an example focussed on opaque geometry? That may then work well along with a static shadow map baked on load, or in a separate tool which can handle the foliage, windows, and such.