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Gaussian Splats are amazing, but so far they had one big drawback: They suffered from visual errors and "floaters" where not enough image data was available for reconstruction of the scene. PPISP by Nvidia completely fixes this problem, as you can see here:
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Gaussian Splats are great, but they had one drawback, until now: Collision detection was impossible, so it wasn't viable for gaming. But now, there is a method that turns the splats into voxels for the collision detection, and it works great:
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3D Gaussian Splatting for Autonomous Vehicle Simulation
The Gaussian integral is a masterpiece of mathematics—its beauty is felt, not seen.
Are you using Gaussian Splats effectively in your 3D pipeline? See how splats can accelerate look dev, concepting, scene building, and more, from TripoSplat in OTOY Studio through the Octane ecosystem. Generation is just the beginning. Read the article + start creating with @OTOY Studio
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With newly added Gaussian splat tools like TripoSplat image-to-splat, @OTOY Studio makes it possible to rapidly turn a single image into a real-time volumetric 3D asset and carry it into a broader production workflow. Here I generated a sand castle splat in OTOY Studio, brought it into @SplatPaintApp for real-time procedural FX, imported it into Cinema 4D to build an X-Particles system, and then exported the animated splat sequence into Octane Standalone for final relighting and rendering. Image → splat → real-time FX → X-Particles → animated splat sequence → Octane render. The full animation can seamlessly be sent to @rendernetwork for scalable rendering without changing the core workflow. Rapid iteration, real-time creative control, and a direct path into production VFX. Explore the tools at:
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Trains 3D Gaussian Splatting in 100 seconds
Closing the Sim-to-Real Gap: Training Humanoids in 3D Gaussian Environments
Box blur, Gaussian, sharpen, edge detection. Same operation every time, the only thing that changes is the numbers in the kernel. Computer vision is built on this.
Four classic results from real analysis appear here side by side. The Gaussian ∫₋∞⁺∞ e⁻ˣ² dx = √π The arctangent ∫₋∞⁺∞ 1/(x²+1) dx = π Dirichlet’s ∫₋∞⁺∞ (sin x)/x dx = π And ∫₋∞⁺∞ cos(x)/(1+x²) dx = π/e Digital audio codecs rely on the sinc integral to enforce the Nyquist rate that prevents aliasing in compressed music files.
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