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hansworst | 1 year ago
This is not true I believe. There are plenty of papers out there revolving around dynamic/animated splat-based models, some using generative models for that aspect too.
There are also some tools out there that let you touch up/rig splat models. Still not near what you can do with meshes but I think fundamentally it’s not impossible.
dagmx|1 year ago
With regards to dynamicism, there’s some papers yes but with heavy limitations. Rigging is doable but relighting is still hit and miss, while most complex rigs require a mesh underneath to drive a splats surface. There’s also the issue of making sure the splats are tight to the surface boundary, which is difficult without significant other input.
Other dynamics like animation operate at a very gross level, but you can’t for example do a voronoi fracture for destruction along a surface easily. And again, even at a large scale motion, you still have the issue of splat isolation and fitting to contend with.
The neural motion papers you mention are interesting, but have a significant overhead currently outside of small use cases.
Meshes are much more straightforward, and with advancements in neutral materials and micropolygons (nanite etc) it’s really difficult to make a splat scene that isn’t first represented as a mesh have the quality and performance needed. And if you’re creating splats from a captured real world scene, they need significant cleanup first.