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pixelesquetoday at 11:43 AM1 replyview on HN

It's not new - that was sort of my point with my other comment.

At least if it's progressive (so refines and resolves over time), this has been done with pointclouds in the VFX industry in GPU shaders for years in terms of stochastically drawing different points so eventually the whole point set gets rasterised to a fidelity threshold.


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lucamarktoday at 11:51 AM

ookay, thanks for the clarification! So, the interesting part here seems to be the 3DGS-specific opacity correction and GPU workload mapping. Am I wrong?

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