The in-browser demo is very cool! It's not clear from the linked page, but the GitHub repo[0] includes links to sample tile datasets that can be used for the demo.
There's no link to the paper, so I can only infer, but, if I understand correctly, this is a very simple idea: take a single Gaussian splat "tile" and find a cut when two copies are placed near each other and overlapping, using dynamic programming to vary the size of overlap and where the cut should be. Have a variety of cuts to break a uniform tiling (the Wang tiles part) and now you have different tiles with different nearest neighbor constraints that you can use to tile the plane.
Probably a lot of details to be worked out in how to stitch Gaussian splats together but I imagine it's pretty do-able.
I think one of the problems with Gaussian splatting is generating content. You can take a static picture of something but it's hard to know how to use it for interaction. This is a way to generate 3d textured sheets, like sunflower fields, walls, caves, etc.
The gaussian splatting never cease to amaze me. I wonder if it would be OK to proceduraly (not by LLM) generate natural worlds for video games with that...
Procedurally generated game worlds have been a thing since video games started, some of them even garnered some popular appeal, like a lego-looking one about crafting mines or something
But seriously, I didn't realize I wanted this. I was hoping to experiment with just repeating the same tile. This gives me hope that other people will make these techniques approachable.
This is very cool. I wonder how well it could be combined with Wave Function Collapse (or the Nested variant)
[1] https://github.com/mxgmn/WaveFunctionCollapse
[2] https://nyh-dolphin.github.io/en/research/n_wfc/
The in-browser demo is very cool! It's not clear from the linked page, but the GitHub repo[0] includes links to sample tile datasets that can be used for the demo.
[0] https://github.com/zengyf131/gswt_renderer
There's no link to the paper, so I can only infer, but, if I understand correctly, this is a very simple idea: take a single Gaussian splat "tile" and find a cut when two copies are placed near each other and overlapping, using dynamic programming to vary the size of overlap and where the cut should be. Have a variety of cuts to break a uniform tiling (the Wang tiles part) and now you have different tiles with different nearest neighbor constraints that you can use to tile the plane.
Probably a lot of details to be worked out in how to stitch Gaussian splats together but I imagine it's pretty do-able.
I think one of the problems with Gaussian splatting is generating content. You can take a static picture of something but it's hard to know how to use it for interaction. This is a way to generate 3d textured sheets, like sunflower fields, walls, caves, etc.
In my opinion, great idea.
You could always make cinema quality environments in a traditional pipeline and render the splats offline for later realtime consumption.
Crazy to see 2 of my niche interests interact. Great idea, you could extent the idea to use example based texture synthesis, such as Image Quilting https://www.merl.com/publications/docs/TR2001-17.pdf
The gaussian splatting never cease to amaze me. I wonder if it would be OK to proceduraly (not by LLM) generate natural worlds for video games with that...
If you can't be bothered to make it, I can't be bothered to buy it, especially when it looks like blurry dog shit.
Procedurally generated game worlds have been a thing since video games started, some of them even garnered some popular appeal, like a lego-looking one about crafting mines or something
They mean procedural like Diablo is procedure.
Everybody Wang Tiles tonight.
But seriously, I didn't realize I wanted this. I was hoping to experiment with just repeating the same tile. This gives me hope that other people will make these techniques approachable.
> Everybody Wang Tiles tonight
Damn you for putting this ear worm in my head