Gaussian Splatting explorations

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  • เผยแพร่เมื่อ 4 ก.ย. 2023
  • Let's dive into Gaussian Splatting: what is it, how are scenes represented, and what fun things can we do with it?
    This is a fairly informal and code-heavy video - let me know if you like this format!
    GS website (with links to paper):
    My lesson on optimizing things with fun losses such as CLIP: johnowhitaker.github.io/tglco...
    My Twitter, if you want updates on this as I go: / johnowhitaker
    As mentioned in the video, please do let me know if you have any further questions or suggestions :)
  • เกม

ความคิดเห็น • 57

  • @ajamoffatt
    @ajamoffatt 8 หลายเดือนก่อน +1

    Jonathan thank you for the great walk through. The video structure is excellent. It is also really cool work you’re doing to stylize the base results!!

  • @dyllanusher1379
    @dyllanusher1379 8 หลายเดือนก่อน

    I love the pace, the comedic timing, the content and animations!

  • @basiliotornado
    @basiliotornado 8 หลายเดือนก่อน +2

    I never would've thought style transfer possible like that! Nice video!

  • @KP-if2rm
    @KP-if2rm 7 หลายเดือนก่อน +5

    This is awesome! Could you do like a detailed explanation of the math in the paper? There is tons of videos on gaussian splitting, but yours is the one that really helps to explain the details. But... it could be even more detailed!

  • @camtrik3686
    @camtrik3686 8 หลายเดือนก่อน +11

    Very nice video, thank you! Can you also share the notebook code you use in the video?

  • @Mr_NeRF
    @Mr_NeRF 8 หลายเดือนก่อน +1

    Very nice video with very good explanation of the key concepts! Especially the sh are nicely explained.

  • @MikeTheAnomaly
    @MikeTheAnomaly 8 หลายเดือนก่อน

    Wonderful explanation! Thank you!

  • @Wilqposnb
    @Wilqposnb 8 หลายเดือนก่อน +1

    i like this guy's personality

  • @grantbaxter554
    @grantbaxter554 5 หลายเดือนก่อน

    Very cool, very well explained, thank you

  • @user-ni3iq6xv3u
    @user-ni3iq6xv3u 7 หลายเดือนก่อน

    Great video and explanation Jonathan! I really enjoyed your approach with CLIP to be able to modify gaussians given a text prompt.
    Do you have a link to the jupyter notebook you used in the video?

  • @itsm0saan
    @itsm0saan 9 หลายเดือนก่อน +1

    thanks for the video ❤! As a suggestion, Would like to see something about peft (LoRa, Quantization …..)

  • @MattCruikshank
    @MattCruikshank 8 หลายเดือนก่อน +3

    Can you say the final size of the scene, especially compared to the size of the input images and the number of iterations? Would it be viable to embed the scene representation into a video game, for instance, or are they enormous? (Or would we need to use something like Wavelets to represent the scene, and transform back into these harmonic values before rendering?)

  • @georhodiumgeo9827
    @georhodiumgeo9827 8 หลายเดือนก่อน +6

    Bro your ChatGPT history looks a lot like mine, just tons of insane neerdy stuff.
    How fast is the retraining process? Like could you retrain a scene during gameplay with a good gpu? Especially if you had some trained gaussians already in place.
    I've been wanting to make a project like this for a while but I can't figure out a way to do it with mesh objects. What I want to do is have an AI NPC on level 1 start talking to you adout something, anything really and let the player lead the conversation. Lets say you mention clouds then it starts googling clouds and starts training based on that as a prompt. By the time you get to level 2 its ready and level 2 is based on some structure but everything has morphed into clouds.
    That would be nuts when you realize you are just manifesting your own game play with what you are talking with the NPC about.
    I was thinking about having some primative sphere for most objects then using picture to depth field from stable diffusion help reshape the mesh then wrap a new texture on it. I think it could work on a high end computer but this method seems like it would be almost a dreamy hasey way to do it. If you could buy some time in cut scenes and dialog interactions it might be possible.
    Anyway this whole process for rendering is just nuts. Trying to wrap my brain around it.

  • @Nik-dz1yc
    @Nik-dz1yc 8 หลายเดือนก่อน +1

    I'm curious though; Weren't there differential renderers with spherical harmonics already a thing since like 2008 ?

  • @monstercameron
    @monstercameron 9 หลายเดือนก่อน +9

    This is crazy interesting but no one is talking about it

    • @rmt3589
      @rmt3589 9 หลายเดือนก่อน +4

      People just started talking about it. This is the second video on it I've watched today.

    • @hdslave
      @hdslave 8 หลายเดือนก่อน +2

      All github videos are like that. No one cares until it's integrated into some kind of consumer app. Ai stuff was the same way. Gan videos got no plays and no one was talking about ai until dalle and midjourny came out

    • @Instant_Nerf
      @Instant_Nerf 7 หลายเดือนก่อน +1

      We are busy working with it

    • @nicholassmit6875
      @nicholassmit6875 7 หลายเดือนก่อน +2

      One month later, my feed is literally filled with it 😁

    • @user-uu5ml5dc6n
      @user-uu5ml5dc6n 4 หลายเดือนก่อน

      It is starting to blow up

  • @adityakompella9203
    @adityakompella9203 8 หลายเดือนก่อน +2

    Would it be possible to post the notebook that you walk through in the video?

  • @er-wl9sy
    @er-wl9sy 8 หลายเดือนก่อน

    Thanks. Could you go over the CUDA code as well

  • @dl569
    @dl569 4 หลายเดือนก่อน

    thanks, very clear!

  • @datasciencecastnet
    @datasciencecastnet  9 หลายเดือนก่อน +2

    Ha, guess who forgot to add the visual aids during the intro..... hand gestures will have to suffice ;) Paper and code show up from 6 minutes in.

  • @philtoa334
    @philtoa334 9 หลายเดือนก่อน

    Very Good.

  • @pouljensen2789
    @pouljensen2789 5 หลายเดือนก่อน

    Can splats emit light (instead of just reflecting)? If not, how difficult would that be to implement? I'd like to try modelling aurora, which would correspond to fully transparent splats emitting light.

  • @quyet-65cs3buivan8
    @quyet-65cs3buivan8 8 ชั่วโมงที่ผ่านมา

    very interesting, thank you! Can you also share the notebook code of your on this video?

  • @aintgonhappen
    @aintgonhappen 8 หลายเดือนก่อน

    the description is missing the link to the paper website 😥

  • @naninano8813
    @naninano8813 8 หลายเดือนก่อน

    well spherical harmonics (thanks for the explanation btw) are cool and all but they are not adequate way of modeling light caustics. like if you have something refractive in your scene, like a half full glass of water, I wonder if splats can represent how objects behind it would warp. and re-lighting a splat scene (adding a light source, post capture) is tricky IMO

  • @Ali-wf9ef
    @Ali-wf9ef 2 หลายเดือนก่อน

    It would've been cool if you could visualize which point in the scene you are showing the spherical harmonics for

  • @WhiteDragon103
    @WhiteDragon103 9 หลายเดือนก่อน +6

    Do the gaussians model view direction dependent effects? Or are they best suited to only represent lambertian materials?
    E.g. can specular highlights, refractions, non-planar reflections, fresnel effects, etc. be modelled using these?
    If so, how? As far as my understanding goes, these gaussians are basically single-colored blobs, similar to billboards (as used by particle effects for games).

    • @datasciencecastnet
      @datasciencecastnet  9 หลายเดือนก่อน +3

      They model directional effects using something called spherical harmonics, where the color of a gaussian depends on the viewing angle. It isn't perfect, but it let's you get the appearance of reflections and shine.

    • @WhiteDragon103
      @WhiteDragon103 9 หลายเดือนก่อน +1

      @@datasciencecastnet I see.
      SH is efficient for representing lighting as used by diffuse (e.g. lambertian) surfaces, as you only need 4 parameters per color channel.
      However, I've seen their technique produce sharp reflections (the red sports car has a sharp reflection on the hood). For this to be possible using vanilla SH, you'd need an impractical number of parameters per gaussian.
      Are they perhaps passing the output color returned by the SH calculation through a clamp or sigmoid, so that sharp edges can form when using very high magnitude SH coefficients?

    • @datasciencecastnet
      @datasciencecastnet  9 หลายเดือนก่อน +2

      @@WhiteDragon103 they use 3rd degree SH (so 16 coefficients in total), as far as I know no extra clamping or activation functions.

  • @BradleySmith1985
    @BradleySmith1985 7 หลายเดือนก่อน

    this will be the new live AR option.

  • @specyfickRC
    @specyfickRC 3 หลายเดือนก่อน

    Can you share this code you have made for this video ?

  • @user-td2sz3yh9b
    @user-td2sz3yh9b 9 หลายเดือนก่อน +1

    nice

  • @mort_brain
    @mort_brain 8 หลายเดือนก่อน

    So, but it doesn't use any poligonal meshes so you can't use it with other techniques, or can you?

    • @datasciencecastnet
      @datasciencecastnet  8 หลายเดือนก่อน

      No meshes or triangles here! There is some work being done on how to extract meshes from these gaussian representations but it's tricky to do that well.

  • @gridvid
    @gridvid 8 หลายเดือนก่อน +3

    Can you also model, texture, light and animate than render with this tech?

    • @Dan-gs3kg
      @Dan-gs3kg 8 หลายเดือนก่อน +1

      It's a voxel representation, the notion of texture gets difficult to talk about since there are no texels.
      For lighting, the spherical harmonics could be of interest as that implements anisotropy, allowing for reflections. The issue is how to do that efficiently, at base you can make the underlying exist in linear color space by which you can apply highlights and shading on top of that with traditional methods.
      For animation, you need to define animations in terms of point clouds, instead of textured models.

    • @gridvid
      @gridvid 8 หลายเดือนก่อน +1

      @@Dan-gs3kg but you could create fictional, photorealistic worlds in blender, render those cgi scenes with circles from different perspectives and use those images to create realtime representations with this tech... or not?
      Lightning is certainly interesting 🤔 Each Gaussian Slat would need to have information about its roughness I think

    • @DamonHenson
      @DamonHenson 8 หลายเดือนก่อน

      They're not voxels - they're an arbitrary amount of objects in a given space at continuous positions. Voxels are defined along more of a discrete grid.@@Dan-gs3kg

  • @pajeetsingh
    @pajeetsingh 8 หลายเดือนก่อน

    High Fidelity? Fidelity?

  • @lion87563
    @lion87563 4 หลายเดือนก่อน

    Guy with worst image quality ever explains technique that produces best image quality ever. Just some geek joke, thank you for such a nice presentation

  • @yudhisteerchintaram1511
    @yudhisteerchintaram1511 2 หลายเดือนก่อน

    Can you share the code please?

  • @ScientiaFilms
    @ScientiaFilms 8 หลายเดือนก่อน

    Is there a way to continue training from a previously unfinished training?

  • @Mitobu1
    @Mitobu1 8 หลายเดือนก่อน

    I wonder if this would work with a laplacian distribution rather than a gaussian 🤔

    • @laurenpinschannels
      @laurenpinschannels 8 หลายเดือนก่อน

      what's your reasoning for why to do that?

    • @Mitobu1
      @Mitobu1 8 หลายเดือนก่อน +1

      @@laurenpinschannels well laplacian distributions are like really narrow gaussians with long skinny tails, and is a powerful tool used in source localization. It is also prevalent in how neurons organize themselves to support sparse coding, which can be applied in pruning the neural network.

  • @flowerflower1154
    @flowerflower1154 8 หลายเดือนก่อน

    The quality of your facecam looks like being in 2002

  • @Nekzuris
    @Nekzuris 8 หลายเดือนก่อน +1

    The video looks like it's from before 2010

  • @Autovetus
    @Autovetus 8 หลายเดือนก่อน +1

    So prince Harry is now an IT nerd ?? 🤔