[HN Gopher] GSWT: Gaussian Splatting Wang Tiles
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GSWT: Gaussian Splatting Wang Tiles
Author : klaussilveira
Score : 83 points
Date : 2025-12-03 14:40 UTC (8 hours ago)
(HTM) web link (yunfan.zone)
(TXT) w3m dump (yunfan.zone)
| abetusk wrote:
| 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.
| jayd16 wrote:
| You could always make cinema quality environments in a
| traditional pipeline and render the splats offline for later
| realtime consumption.
| VikingCoder wrote:
| 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.
| slater wrote:
| > Everybody Wang Tiles tonight
|
| Damn you for putting this ear worm in my head
| Jgoauh wrote:
| 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
| wiz21c wrote:
| 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...
| michaelmior wrote:
| 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
| jjcm wrote:
| Very cool, performance is abysmal at least on my m1 pro mac
| though - only getting ~2fps.
| jasonjmcghee wrote:
| It works "fine" on my M4 - didn't check the FPS.
|
| If you hold "Space" you move faster - there were a LOT of
| settings in the egui pop-up that could probably help...
| jasonjmcghee wrote:
| Took a while to figure it out, but no mouse looking AFAICT:
|
| WASD for movement, IJKL for looking, Space for "a bit faster"
| jasonjmcghee wrote:
| 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/
| reactordev wrote:
| Can we get a demo of this with a wind modifier added. My
| goodness! I can't wait to explore virtual worlds with this kind
| of grass/foliage detail.
| lawlessone wrote:
| Is it possible to make them skew(the right word here ?) in some
| way so that they could appear to blow in a breeze?
| rallyforthesun wrote:
| Most implementations of 3d gaussian splats are static. They are
| based on pointclouds and not polygons. As these are captured
| with images and generated from them, the process has no
| semantic understanding of its content. There is no technical
| way to rig each flower or move vertices like in traditional 3d
| animation. It is mainly a pointcloud with no segmentation.
|
| But there are projects working on the semantic part, which
| could open a way to animate the detected objects individually
| in future.
| lawlessone wrote:
| I i wasn't thinking individual flowers, though that would be
| nice, but maybe whole tiles somehow
| rallyforthesun wrote:
| It is possible to import a 3d gaussian splat into houdini
| and animate it there.
| https://m.youtube.com/watch?v=3u9SAmr61gA
| semi-extrinsic wrote:
| For something as simple as this, you could probably just
| move the splats around with (x_hat*sin(y*t)
| + y_hat*sin(x*t))*exp((z_l-z_h)/2*z_h)
|
| where (x_hat,y_hat) are your basis vectors in the plane,
| z_l is the local z coordinate (subtract the terrain
| modifier used to move tiles up/down) , and z_h is the
| height of a flower.
|
| Or if you want to be more advanced, generate some curl
| noise and use it as a prefactor instead of x,y inside the
| sin(). And include the corresponding up-down motion as the
| stalks are constant length.
| kfarr wrote:
| Yes just like there are shaders for the same thing with mesh-
| based grass. This repo already has some animation abilities:
| https://github.com/sparkjsdev/spark?tab=readme-ov-file#featu...
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