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Gaussian Splatting

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  • Gaussian splats part 3: There’s always a bigger scene

    Magnopus engineer Sam Birley recounts how the Unreal Gaussian splat renderer behind OKO, which he had claimed could render unlimited splats, actually hit a 16-million-splats-per-asset cap and other walls, and how the team rebuilt it around level-of-detail for splats, streaming, GPU-side selection of what to draw and a higher max splat count, now shipping as streamed SOG support in OKO Unreal and OKO Web.

    Blog post · Gaussian Splatting · Computer Graphics · Unreal Engine

    12 min · 2,856 words