Splativerse

Gaussian Splat possibilities

Details

A North Star product prototype exploring and showcasing the possibilities of Gaussian splatting. This was a short, intense 6-week project aimed at creating a prototype that explores the use cases and potential of Gaussian splatting.


This project was a great combination of many of my skills. I figured out what was possible with splats in Unity, developed workarounds for performance issues, and combined technical art and modeling to bring the prototype together in a very short time. The project was built in Unity for PC VR.


While I can’t show the final work due to confidentiality, I can share various splat effect tests and some early prototyping. The prototype ran through user flows to explore the use cases of splats and how they could work in an augmented world, providing a conceptual demonstration of the technology’s potential and future development paths.

A North Star product prototype exploring and showcasing the possibilities of Gaussian splatting. This was a short, intense 6-week project aimed at creating a prototype that explores the use cases and potential of Gaussian splatting.


This project was a great combination of many of my skills. I figured out what was possible with splats in Unity, developed workarounds for performance issues, and combined technical art and modeling to bring the prototype together in a very short time. The project was built in Unity for PC VR.


While I can’t show the final work due to confidentiality, I can share various splat effect tests and some early prototyping. The prototype ran through user flows to explore the use cases of splats and how they could work in an augmented world, providing a conceptual demonstration of the technology’s potential and future development paths.

A North Star product prototype exploring and showcasing the possibilities of Gaussian splatting. This was a short, intense 6-week project aimed at creating a prototype that explores the use cases and potential of Gaussian splatting.


This project was a great combination of many of my skills. I figured out what was possible with splats in Unity, developed workarounds for performance issues, and combined technical art and modeling to bring the prototype together in a very short time. The project was built in Unity for PC VR.


While I can’t show the final work due to confidentiality, I can share various splat effect tests and some early prototyping. The prototype ran through user flows to explore the use cases of splats and how they could work in an augmented world, providing a conceptual demonstration of the technology’s potential and future development paths.

Services

Prototype

Technical Art

Year

2024

A significant part of the work focused on the concept of spatial memories: What do 3D photographs look like? How might they appear in the world? How might you share them or follow people for 3D content? Figuring out how the content might feel and be displayed was a key focus of my work on this project.


We used VFX Graph for the Gaussian splats, which posed performance challenges. We aimed to create beautiful, dream-like blur effects, but the draw calls were overwhelming, causing performance issues. We had to find alternative ways to achieve ethereal, dream-like aesthetics, such as using post-processing and additional VFX Graphs.

A significant part of the work focused on the concept of spatial memories: What do 3D photographs look like? How might they appear in the world? How might you share them or follow people for 3D content? Figuring out how the content might feel and be displayed was a key focus of my work on this project.


We used VFX Graph for the Gaussian splats, which posed performance challenges. We aimed to create beautiful, dream-like blur effects, but the draw calls were overwhelming, causing performance issues. We had to find alternative ways to achieve ethereal, dream-like aesthetics, such as using post-processing and additional VFX Graphs.

A significant part of the work focused on the concept of spatial memories: What do 3D photographs look like? How might they appear in the world? How might you share them or follow people for 3D content? Figuring out how the content might feel and be displayed was a key focus of my work on this project.


We used VFX Graph for the Gaussian splats, which posed performance challenges. We aimed to create beautiful, dream-like blur effects, but the draw calls were overwhelming, causing performance issues. We had to find alternative ways to achieve ethereal, dream-like aesthetics, such as using post-processing and additional VFX Graphs.

A big focus was also combining splats and editing them. At the beginning of the project, there was no tool to do this, but halfway through, a tool was released that allowed us to edit and combine splats. Though very limited, it was a lifesaver— the tech gods were with us that day.

A big focus was also combining splats and editing them. At the beginning of the project, there was no tool to do this, but halfway through, a tool was released that allowed us to edit and combine splats. Though very limited, it was a lifesaver— the tech gods were with us that day.

A big focus was also combining splats and editing them. At the beginning of the project, there was no tool to do this, but halfway through, a tool was released that allowed us to edit and combine splats. Though very limited, it was a lifesaver— the tech gods were with us that day.

Credits

Creative Direction

Anna Mill

Jackson Deans

Jasper Stevens

Creative Direction

Anna Mill

Jackson Deans

Jasper Stevens

Creative Direction

Anna Mill

Jackson Deans

Jasper Stevens

Motion Design

Salvi De Sena

Motion Design

Salvi De Sena

Motion Design

Salvi De Sena