r/GaussianSplatting

Lixel LCC Studio Training / Tutorial

I've got 100GB of scans created from the XGRIDS PortalCam. I'm very pleased with what I've seen so far. The workflow seems far more simple and less complex than what I've been doing before.

The problem is, I need to get deeper. How do I clean it up? How do I link one scan to the other? Which formats are best for which devices?

I've looked on YouTube and not found much. I've watched all the tutorials from Lixel.

Any suggestions? Anyone open to be hired as a tutor?

reddit.com
u/BizProf1959 — 12 hours ago

How can I improve this splatt (Lichfeld Studio 5.3,1500 photos MCMC 1M Gaussian)

Hi,I have already tried IGS+ and it was waaaaaay worth. I am a bit lost. of why it end so bad, especially as I had som pretty good splat on my garden ans smaller object.. Colmap was created with RealityScan. Any idea what could have went wrong?

Edit: Camera used: Sony 7aIII 4K footage, Picture extracted with sharp frame extractor.

u/planetelc — 1 day ago

PhD project: First Gaussian Splat

Hi all!

I’m completely new to Gaussian Splatting and would like to develop a small example as part of my PhD to demonstrate what can be done with the technology.

My initial idea is to capture a local football ground and create an experience where the viewer can feel like they are ‘on the pitch’. The equipment I currently have is:
Insta360 X4
iPhone 17 Pro
MacBook Pro M5
Tripod
Extension pole

As I’m very new to this, I’d really appreciate a beginner-friendly, step-by-step guide on the best way to capture the footage or images, whether the Insta360 X4 or iPhone 17 Pro would be better to use, what software or workflow you would recommend on Mac, any tips for getting a decent first result, and any common mistakes to avoid when capturing outdoor sports grounds.

I’m not looking for anything too advanced at this stage, just a practical workflow to help me create a simple proof-of-concept for my PhD.

If anyone from industry is interested in supporting the project, I’d be happy to acknowledge your contribution in the PhD and any associated publications or demonstrations where appropriate.

Thank you!

reddit.com
u/__GER — 1 day ago
▲ 112 r/GaussianSplatting+1 crossposts

Ray-traced lighting and shadows inside Gaussian Splatting scenes: new NVIDIA research

Most 3D Gaussian Splatting scenes look great, but they are usually hard to edit once you want proper lighting, material changes, or dynamic objects.

This new NVIDIA research is interesting because it brings ray-traced lighting control into 3D Gaussian scenes, while still using a neural renderer to make the final result look realistic.

The basic idea:

• Reconstruct a real-world scene as 3D Gaussians
• Use ray tracing to generate physical guidance like PBR shading, irradiance and shadows
• Feed those structured buffers into a neural renderer
• Keep the scene editable instead of turning it into a fixed AI-generated video

What this enables:

• Controllable relighting inside Gaussian scenes
• Editable materials like albedo and metallic values
• Dynamic object insertion with matching shadows
• More stable video output compared to diffusion-only relighting
• Better bridge between captured 3D scenes and editable 3D environments

Important note: the code is still marked as coming soon, so this is research/demo for now, not a ready-to-use tool yet.

Source: https://research.nvidia.com/labs/sil/projects/tron/

u/Certain_Friendship16 — 3 days ago

Rotated Splat

https://preview.redd.it/imtclf4mo8bh1.png?width=1685&format=png&auto=webp&s=6184597a99a20fc9768e2babb84663345a8e8d67

Hey Veterans. I am training my first splat, and it works great. However, the splats and colmap data seem to rotate the view.

My workflow is:

  1. Automatic Reconstruction with COLMAP 1.5, using the original images and Poisson Mesher
  2. Training the Splat using the 109 Images and COLMAP data in Brush from ArthurBrussee using 30000 training steps and 1280 resolution.

The original training images look upright in the explorer. I read that that's not an indication for the orientation that COLMAP will deduce, but I am an absolute noob. Do you have any idea on how to fix my workflow so that future splats are created in the correct orientation? Does it even matter? Or would you just find a viewer that can rotate the camera? :D Oh man, I am realizing how much there is to splatting I don't know.

reddit.com
u/Beneficial_Ebb_1210 — 2 days ago

4DGS monocular video unseen view

Is it possible to train a 4DGS or Deformable 3DGS on a circular 360 degree monocular recording of a central human doing slight body movements, and get good looking views from any point around the 360 circle around the person at any time step?

reddit.com
u/LightFox2 — 2 days ago

Segmenting Splats with SAM

I added segmentation selection to SplatEdit.

It makes selecting parts of a splat much faster and easier. Just pick what you want, then use the refine toggle to lock the selection in 3D.

It runs Segment Anything locally in the browser, so there are no server costs and no setup.

I’ve already found this super useful for cleanup and editing.

Free to use. No login required.
https://splatedit.app

u/idealreallabs — 3 days ago

Saw someone do some macro photography work here and decided to give it a try. Lots to learn!

almost melted my GPU , definitely not running this local next time.

u/JoeFollowsFlow — 3 days ago
▲ 51 r/GaussianSplatting+1 crossposts

I was 3D printed in a clear resin block

My friends had a Gaussian splat of me (scanned in 2023) printed in clear resin by crysta.ai and I'm honestly amazed how well the detail survived. My bike gear + helmet, face + hair...the fidelity is insane!

The source splat is here if you want to compare against the print:

https://superspl.at/scene/a5d25fb4

Happy to answer questions about how it turned out.

u/MayorOfMonkeys — 3 days ago
▲ 126 r/GaussianSplatting+1 crossposts

SuperSplat can now render 360° videos of your splats

SuperSplat (the free, open-source splat editor from PlayCanvas) just got 360° video rendering. You set up a camera fly-through on the timeline as usual, pick Render → Video → Projection: 360° Equirectangular, and it exports a 2:1 equirect video up to 4096×2048 that plays in any 360 viewer.

Demo (YouTube 360 — drag to look around, works in a headset):
https://www.youtube.com/watch?v=6oGjT8eubMc

How it works under the hood, since I know this sub will ask:

  • Each output frame is rendered as the 6 faces of a cube from the camera position, then a shader projects them into the equirect frame. Everything runs through the existing WebCodecs encode pipeline (H.264/HEVC/VP9/AV1 in MP4/WebM/MOV/MKV).
  • Because gaussian sorting is view-direction dependent, the splats are re-sorted for every face. Adjacent faces can still composite big overlapping splats in a slightly different order (and the projected splat shapes differ a bit off-axis), which initially showed up as visible seams at face boundaries — so the faces are actually rendered at 100° FOV and blended across the overlap, which feathers the mismatch away.
  • MP4/MOV exports get Spherical Video V1 metadata injected, so YouTube, VLC and Quest recognize them as 360 automatically — no need to run Google's spatial media injector.
  • There's a Level Horizon toggle (on by default): only camera yaw is baked into the projection so the horizon stays level even if the camera path pitches up/down — much more comfortable in a headset. Turn it off if you want full camera orientation baked in.

It's monoscopic for now (stereo ODS is a much bigger lift for splat rasterization). Fair warning: it renders each frame 6 times with a re-sort per face, so it's roughly 6× slower than a normal video export — fine for offline rendering.

This will ship in the next release; if you can't wait, build from source — the PR landed here: https://github.com/playcanvas/supersplat/pull/933

Happy to answer questions about the implementation. Would love to see what you render with it — post your 360s!

(Fun fact: the feature was built using Claude's latest model Fable 5 — welcome to the future!)

u/MayorOfMonkeys — 4 days ago
▲ 109 r/GaussianSplatting+4 crossposts

Mavic 4 Pro vs Avata 360 vs combined capture for Gaussian Splatting

I tested the same industrial site with two different drone capture approaches. There's 4 stages in this comparison.

-The first reconstruction uses only Mavic 4 Pro images. It gives better overall site coverage, especially from above, but the building itself lacks close-range detail (≈1H flight time).

-The second one uses only Avata 360 images. The building has more local detail, but the surrounding area is much weaker because the flight was shorter and closer (13min flight time).

-The third version combines both drone datasets, which gave the best raw result.

-The final version uses the same combined dataset, but with longer training and cleanup to remove floaters.

The capture light wasn't stable, sunny/cloudy changes.

This is just a practical 3DGS workflow comparison for visual documentation.

u/Lucky-Living-2812 — 4 days ago
▲ 63 r/GaussianSplatting+1 crossposts

You can now use Apple Sharp in the browser using webgpu

I ported Apple’s SHARP model to ONNX and now works in the browser with WebGPU.

No install required, the weights download to your browser and you can start using it immediately

Happy Splatting!

⭐ Demo: https://sharp-onnx-webgpu.vercel.app/

⭐ Code: https://github.com/pristinaai/Sharp-Onnx-webgpu/tree/main

⭐ Weights: https://huggingface.co/sentiantai/sharp-onnx-webgpu-weights/tree/main

u/idealreallabs — 4 days ago

3D Gaussian Splatting in production VFX: The Cyberfarm robot chat shot

Hi everyone! I’d like to share a great project I’m happy to be part of.

Yandex has released YaGS Plugin, its Unreal Engine plugin for working with 3D Gaussian Splatting!

The team behind the project has strong expertise in 3DGS, and this experience is already being used not only in research and tools, but also in real TV and VFX production.

To mark this release, let me share one production example where Gaussian Splatting was used in a finished TV episode.

This shot is from the series The Cyberfarm and features a stylized chat between robots. The robots in this scene were created using Gaussian Splatting scans. So I worked on this specific shot.

For me, it’s a great example of how Gaussian Splatting is moving from impressive tech demos into real VFX production: reconstructed characters, integrated into a stylized sci-fi scene, and used as part of a finished episode.

Huge thanks to the Yandex team for the technology, support, and the opportunity to be part of this project.

More ahead!

u/spxyz — 4 days ago
▲ 28 r/GaussianSplatting+1 crossposts

PlayCanvas engine now loads Gaussian Splats from glTF/GLB (KHR_gaussian_splatting)

We've just added support for the new KHR_gaussian_splatting glTF extension to the open-source PlayCanvas engine — meaning gaussian splats can now be loaded directly from standard .glb files.

What is KHR_gaussian_splatting?

It's a Khronos extension (currently a release candidate, ratification expected soon) that defines how splat data is stored inside glTF: positions, rotations, scales, opacity and spherical harmonics as vertex attributes on a points primitive. It was developed by a group including Cesium, Niantic, Esri and NVIDIA, and is also planned as a building block of OGC 3D Tiles 2.0. Khronos announcement: https://www.khronos.org/news/press/gltf-gaussian-splatting-press-release

Why this matters

This is mostly about interoperability. Until now, every splat pipeline spoke its own dialect — PLY variants, SPLAT, KSPLAT, SPZ and so on. With a Khronos-standardized glTF extension, splats become regular citizens of the glTF ecosystem: they can flow through standard tooling and pipelines, and they can live in the same file as regular meshes, materials and animations. In PlayCanvas, a splat GLB loads like any other glTF container — you instantiate it and get an entity hierarchy with gsplat components, and files that mix meshes and splats just work.

A nice detail of the spec: viewers that don't support the extension can still render a fallback colored point cloud, so the files degrade gracefully.

What about file size?

One honest caveat: the base extension stores splat data uncompressed, so files are roughly PLY-sized. Treat it as an interchange format, not a delivery format. For production web delivery we still recommend SOG, which is ~15-20× smaller and loads faster. (There's an SPZ-based compression companion extension in draft at Khronos, but it's not finalized yet.)

Try it

You can create these files today with our open-source CLI tool splat-transform (splat-transform scene.ply scene.glb) — it handles conversion from PLY, compressed PLY, SPZ, KSPLAT and more. Engine support ships in the next PlayCanvas release, with a new example in the examples browser.

Everything is MIT-licensed and open source: https://github.com/playcanvas/engine

Video attached is our biker splat, converted from PLY to GLB and loaded straight into the engine. Happy to answer questions about the implementation.

u/mvaligursky — 3 days ago

What has everyone found to be the best way to clean up their splats?

I'm new to splatting.

My current process is; 4k 30fps iphone footage > ffmpeg frame extraction > reality scan > Lichtfeld Studio.

I've got some splats of objects that I want to extract from their surrounding environments, what would be the best way to remove all of the surrounding environment and tidy up my main subject?

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u/potatopopr — 4 days ago