Developer creates a basic first person shooter game using Gaussian splats, and you can play it for free in your browser

A screenshot from the PlayCanvas FPS game made with gaussian splats showing impressive visual realism.
(Image credit: Future)
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Zak Killian
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Zak is a freelance contributor to Tom's Hardware with decades of PC benchmarking experience who has also written for HotHardware and The Tech Report. A modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything.

  • Findecanor
    The locale of the game (as far I could get) consisted of mostly flat surfaces though, so it did not really showcase much of what the technology is capable of compared to texture-mapped triangles.
    Reply
  • Jabberwocky79
    Is this the same technology that I was reading about 10 years ago? A quick Google search yielded this description:

    Euclideon Unlimited Detail: A 3D graphics engine developed by the Australian company Euclideon Pty Ltd. It used a point cloud search engine indexing system to render "unlimited detail" without polygon meshes, aiming to replace traditional rasterization. While it garnered significant attention and government grants, it faced skepticism from industry experts like John Carmack and was ultimately deemed unsuitable for real-time gaming at the time due to massive data storage and I/O limitations.

    I remember it required significantly less GPU power to run, and at the time, it was theorized that Nvidia was undermining the value of the concept for fear it would eat into their profits.
    Reply
  • klayrity
    Jabberwocky79 said:
    Is this the same technology that I was reading about 10 years ago? A quick Google search yielded this description:

    Euclideon Unlimited Detail: A 3D graphics engine developed by the Australian company Euclideon Pty Ltd. It used a point cloud search engine indexing system to render "unlimited detail" without polygon meshes, aiming to replace traditional rasterization. While it garnered significant attention and government grants, it faced skepticism from industry experts like John Carmack and was ultimately deemed unsuitable for real-time gaming at the time due to massive data storage and I/O limitations.

    I remember it required significantly less GPU power to run, and at the time, it was theorized that Nvidia was undermining the value of the concept for fear it would eat into their profits.
    Euclidian unlimited detail is a voxel mesh renderer, which gets more detailed the closer you get. Unreal Engine 5 uses similar technology with the version of nanite they've implemented for their foliage.

    Gaussian splats are rendering a point cloud of millions of blobs of color on flat planes. Those coloured blobs change color depending on view angle, what is referred to as a radiance field, allowing each splat to represent the object differently when viewed from different points in space. Instead of using a lighting model, all of the lighting information is baked into the cloud of splats, freeing up rendering overhead, at the cost of memory, making it a cheaper rendering option for higher quality results.

    Problem being that it's basically impossible to edit geometry captured by splats, it's just as difficult to animate it, it's difficult to relight the capture (though not impossible with some AI tools that are being released), and is overall rather unwieldy and hard to implement.
    Reply
  • Jabberwocky79
    Thanks for the explanation (y)
    Reply
  • edzieba
    Jabberwocky79 said:
    Is this the same technology that I was reading about 10 years ago? A quick Google search yielded this description:

    Euclideon Unlimited Detail: A 3D graphics engine developed by the Australian company Euclideon Pty Ltd. It used a point cloud search engine indexing system to render "unlimited detail" without polygon meshes, aiming to replace traditional rasterization. While it garnered significant attention and government grants, it faced skepticism from industry experts like John Carmack and was ultimately deemed unsuitable for real-time gaming at the time due to massive data storage and I/O limitations.

    I remember it required significantly less GPU power to run, and at the time, it was theorized that Nvidia was undermining the value of the concept for fear it would eat into their profits.
    Euclideon was a scam, or at the absolute best, someone who had little idea of the limitations of voxel storage who though they could blag investment until they - ultimately failed to - solve the fundamental issues. It was a basic point-cloud, and relied on unrotated tiling of the same point cluster over and over to achieve even vaguely adequate performance. No animation or rotation was possible, and even non-integer shifting was a challenge.

    Gaussian Splats sidestep the issue by using far, far sparser point-clouds and achieving ;density; by replacing each point with a gaussian. The gaussian is a fuzzy blob with non-zero width, length, and orientation, so a few more values sorted per point covers a massively greater volume.


    As for splats for gaming: probably not much good for direct environments for the moment - you need geometry surfaces 'behind'; the splats anyway for collisions/pathing/lighting/etc so may as well render the geometry. But it could be exceptionally for replacing mid/far geometry. For example, skyboxes, distance cityscapes, huge forests (organics like foliage work very well with gaussian splats), etc.

    Whilst a lot of the wow-demos for gaussian splatting is based on photogrammetry of real scenes, there is nothing to stop you capturing the raw imagery to train the model using a rendering engine instead. This means you could create a splat of your entire level offline at very high render quality, stream in the distant areas in the real-time engine, and swap out the splat for real-time rendered geometry near the player for interaction. That lets you replace low-detail LOD models with a pre-rendered splat, without the noninteractivity issues.
    Reply
  • bit_user
    Good discussion, here! I appreciate hearing both of your thoughts on this, @klayrity and @edzieba!

    edzieba said:
    But it could be exceptionally for replacing mid/far geometry. For example, skyboxes, distance cityscapes, huge forests (organics like foliage work very well with gaussian splats), etc.
    My gut feeling is that you're onto something, here. I think LoD-based approaches break down as objects (e.g. trees, boulders, buildings, etc.) shrink below the size of a pixel. This might be where Gaussian Splatting could really come into its own. Perhaps it needed be derived from photogrammetry, either. Maybe you could even generate a distant model of a locale that has a standard geometrical representation?
    Reply
  • SmokyBarnable
    Interesting new technology used to showcase kill thrills with simulated guns. I weep for humans most days now.
    Reply
  • bit_user
    SmokyBarnable said:
    Interesting new technology used to showcase kill thrills with simulated guns. I weep for humans most days now.
    It's just a rendering technology. It can be used for any sort of simulation, game, or virtual experience as other kinds of interactive 3D rendering techniques.
    Reply
  • TheEldritchVoid
    If used with other tools that'd definitely be neat, especially with the implications: since homie works at snap they can take the scanning tech and spin it into its own $5-$10 app for mapping real space to virtual space (could be neat the work out something with Google maps and pogo for VR quality street view) that would be huge for indie devs since they can scan in somewhere they think would make a cool map then add details and textures with whichever engine best suits their needs! Yea the big players are gonna have it and use it but I'm much more excited about stuff like this helping to level the playing field between massive AAA corps and solo indie dev working on their first project.
    Reply
  • SmokyBarnable
    bit_user said:
    It's just a rendering technology. It can be used for any sort of simulation, game, or virtual experience as other kinds of interactive 3D rendering techniques.
    Yes it could be. But I’m talking about what it was actually used for in this early demo, and why.
    Reply