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jtfrench | 3 months ago

I like that they distinguish between the collider mesh (lower poly) and the detailed mesh (higher poly).

As a game developer I'm looking for:

• Export low-poly triangle mesh (ideally OBJ or FBX format — something fairly generic, nothing too fancy) • Export texture map • Export normals • Bonus: export the scene as "de-structured" objects (e.g. instead of a giant world mesh with everything baked into it, separate exports for foreground and background objects to make it more game engine-ready.

Gaussian splats are awesome, but not critical for my current renderers. Cool to have though.

discuss

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ehnto|3 months ago

Aren't the gausian splats the output here? Or are these worlds fully meshed and textured assets?

From my understanding, admittedly quite a shallow look so far, the model generates gaussian splats then from that could implement the collider.

I guess from the splat and the colliders you could generate actual assets that could be interactable/animated/have physics etc. Unsure, exciting space though! I just don't know how I would properly use this in a game, the examples are all quite on-rails and seem to avoid interacting too much with stuff in the environment.

lewispollard|3 months ago

The page shows, near the bottom, how the main output is gaussian splats, but it can also generate triangular meshes (visual mesh + collider).

However, to my eye, the triangular meshes shown look pretty low quality compared to the splat: compare the triangulated books on the shelves, and the wooden chair by the door, as well as weird hole-like defects in the blanket by the fireplace.

It's also not clear if it's generating one mesh for the entire world, it looks like it is - that would make interactability and optimisation more difficult (no frustrum culling etc, though you could feasibly chop the mesh up into smaller pieces I suppose).