I can see applications where triangle splatting would provide:
- performance benefits
- superior visual quality to Gaussian Splats
- all while supporting dynamic LODs, animations, and compression
I can see applications where triangle splatting would provide:
cc @Cedric
I’ve added the paper to this list : Gaussian Splatting Updates · Issue #16671 · BabylonJS/Babylon.js · GitHub
Hi @Cedric thank you for your work!
I saw for this request as for others on the Gaussian Splat, the set on milestone version 9. Will they really be released on version 9 or are you thinking of working on it already on 8.x?
Thank you!
I’ll work on SOGS asap. I hope (crossing fingers) work will start this summer. No idea for Triangle Splatting support.
This is a huge news!!!
Thank you!
Hi ! I’m one of the authors of Triangle Splatting
.
We would love to see Triangle Splatting supported in Babylon
.
Don’t hesitate to cc me or Jan in your github PR if you would like some guidance/feedback.
Renaud
That’s awesome! Thank you for your support. I’ll ping you for sure!
@rvandeghen This is so cool to see you popping here !!! Welcome and great work !!!
Hi,
Sorry for the question, but I’m just too curious. Have you started working on SOGS :)?
Any update? ![]()
Cedric is on vacation. Hold tight he will be back
Hi @Klm24 It’s still on my radar! I hope I’ll get more news in the coming weeks.
Great news!
Hoping to hear from you soon ![]()
Here I am with my update message! Is there any visibility into how this is progressing?
And as always, thanks for your work!!
SOG support in available with this PR : GS SOG by CedricGuillemet · Pull Request #17212 · BabylonJS/Babylon.js · GitHub
But no update yet for Triangle Splatting. I’ll keep you posted.
You’re our hero!
il’ll try it!
Seems there is something coming.
But this is fundamentally different than GS(?) Needs own training, own view implementation.
Hm. Interesting if that makes it`s way somewhere?
Has anyone done some experiments, tests, generating, tools et al.?
Best. werner
Yes, this seems crazy. So many issues get fixed with opaque geometry. Even relighting(?)