Gaussian splats can pretty much be rendered in any off the shelf 3D engine with reasonable performance, and the focus of the paper is generating the splats so there's no real reason for them to mention runtime details
Relightable Gaussian Codec Avatars are very, very far from your off-the-shelf splatting tech. It's fair to say that this paper is more about a way of generating more efficiently, but in the original paper from the codec avatars team (https://arxiv.org/pdf/2312.03704) they required a A100 to run at just above 60fps at 1024x1024.
Relightable Gaussian Codec Avatars are very, very far from your off-the-shelf splatting tech. It's fair to say that this paper is more about a way of generating more efficiently, but in the original paper from the codec avatars team (https://arxiv.org/pdf/2312.03704) they required a A100 to run at just above 60fps at 1024x1024.
Nothing here seems to have moved that needle.