▲ 1.2k r/GaussianSplatting
GaussianCrowds: Relightable, real-time 4DGS at scale in Unreal Engine
GaussianCrowds is a tool in development for Unreal Engine 5.7/5.8, built to render thousands of 4D Gaussian splat performances in real time.
- Nanite-Style Dynamic LOD’s: Automatic adaptive detail scaling and frustum culling allows hundreds of concurrent splat sequences to render in real-time
- Multi-light Relighting: Supports Lumen global illumination, directional, point, and spot lights, shadow-casting, and self-shadowing using automatic normal-map generation.
- Deformation-Based Playback: Native support for compressed deformation containers (SpacetimeGaussians, etc..) as well as PLY sequences.
- Procedural Crowd Placement: Create crowds with spline-based tools that distribute 4DGS performers along splines. Customize spacing, orientation, playback timing, and more - to fill stadiums/battlefields/streets.
- Editor Toolset: Cull volumes, crop boxes, recoloring/brightness/tint, comprehensive settings panel, debug views, custom brush textures for stylized/painterly splats, and performance presets.
- Sequencer Integration: Three playback modes: sequencer-locked, free-run preview, and hand-keyframed, with adjustable playback rate for stop-motion looks, and dynamic fps reduction for distant splats.
- nDisplay and Compositing: Compatible with multi-computer nDisplay workflows for LED volumes. Depth of field, volumetric fog, and depth-passes for compositing are built-in. Splat’s pass through the project's OCIO color transforms identically to native geometry.
We are currently testing this implementation on an upcoming feature film shot on an LED Volume. Happy to compare notes with anyone else working in the 4DGS capture and streaming pipeline space
u/technomancyai — 5 days ago