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ActiveTech

Gaussian Splats part 3: There's always a bigger scene

Photo: Hacker News

What happened

Continuing our Gaussian splatting development series, Director of Technology Sam Birley breaks down how we bypassed GPU Scene instance caps, implemented PlayCanvas Streamed SOG LODs, and managed GPU memory budgets for production-ready photogrammetry… bringing us to a point where the renderer has fin

Summary assembled by rule from the sources below

Why it's spreading

Sources