Hi Ben! I would argue that it is very useful for splats to be edited in this way. I couldn't have built this application without SuperSplat for isolating, cleaning, transforming and optimizing/compressing the PLY:
- cleaning up noisy GuassianSplats is useful. There are often stragglers floating around in space that need to get deleted.
- compression/optimizing them is useful.
This being a cleanup and compression tool makes sense, but I guess I don't call that an "editor."
I guess I was more arguing against the idea that this is a viable "editor" where one can combine and manipulate in more radical ways Gaussian Splats. The current technological approach doesn't make this a feasible use case.
- Copy & Paste: e.g. delete a tree and fill the hole with a copied patch of grass
- Color Adjustments: tinting, brightness, etc.
If these aren't editing ops, I don't know what is. :)
Sure, you _could_ go back and recapture photogrammetry or rerun training, but that's super costly in terms of time. SuperSplat lets you make simple edits quickly and easily.
In theory if you delete something you have to recompute global illumination and remove cast shadows in the immediate environment of the removed object, but that information is baked in the gaussian splats. I think that's the kind of limitation the parent comment is talking about.
To be as accurate as possible, yes, you need to consider lighting/shadows. But trust me, in many circumstances, you can copy+paste gaussians and it looks 'good enough'. It depends on the scene and the edit you want to make.
Thanks for the feedback. I agree that the performance improvements are the biggest win here. The PWA support is essentially the starting point, bringing installation and file association. Next up, we'll tackle file save using the File System API (instead of relying on sending exported scenes to the Downloads folder). I'm also keen to implement an offline mode (via Service Worker) soon too. Almost all SuperSplat users launch it in a desktop OS...so the PWA testing was done there. But out of curiosity, what should we tackle to make the experience great on mobile in your view?
I don't think you need to - as you say, the use-case doesn't make sense on mobile. My comment was more in appreciation of your desktop-first PWA. Look forward to seeing where you take it.
Understood! As a little update, the PWA got offline mode support in v0.18.0. We're now adding improved file open+save support which should be done by the end of the week.
I think you'll begin to see more advanced particle systems and physical simulations for a start. And 3D Gaussian Splatting will probably benefit too (since compute will probably enable much faster sorting of splats). So it's not really that this stuff wasn't possible before...but compute will enable these techniques to run far faster.
It's a bit more complicated than than. The front-end framework that the PlayCanvas Editor is built on (PCUI) is also open source:
https://github.com/playcanvas/pcui
Other open source tools like the glTF viewer are also built on it:
https://github.com/playcanvas/playcanvas-viewer
The rest of the Editor code is unminified and unobfuscated. The is done deliberately so devs can write extensions, report bugs and generally understand how it works. More of the Editor codebase will be open sourced over time.
No, it's also designed for developers building AR/VR, playable ads, 3D configurators, architectural visualizations and more. Basically, if you want to build and publish any WebGL content, PlayCanvas has your back. The 'Awesome List' has a selection of interesting use cases: https://github.com/playcanvas/awesome-playcanvas#awesome-pla...
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