Pierre Charpentier

46 posts

Pierre Charpentier

Pierre Charpentier

@pc_desgn

Katılım Şubat 2025
29 Takip Edilen3 Takipçiler
Pierre Charpentier
Pierre Charpentier@pc_desgn·
@willeastcott Hey Will! Do you guys have a plan to add a "following" tab to the homepage, so that we can follow some creators and see them in a separate feed?
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Will Eastcott
Will Eastcott@willeastcott·
So much creativity on SuperSplat. 🪄 A sequence of poses of German hammer thrower Merlin Hummel. 🇩🇪 #playcanvas #supersplat
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MrNeRF
MrNeRF@janusch_patas·
Huge update: LichtFeld Studio v0.5.0 🚀 What’s new: • Embedded Python runtime + plugin system makes LFS fully hackable and extensible (isolated uv environments, hot reload) • Integrated plugin marketplace (6 plugins incl. Sharp4D, densification++) • MCP protocol integration (full parity with the user interaction layer) • Mesh rendering + OpenMesh (Python) + Mesh2Splat • ImprovedGS+ (arxiv:2603.08661) • RmlUI-based GUI (HTML and CSS style workflows) • Undo/Redo with plugin integration, Sequencer, PPiSP Huge thanks to our corporate sponsor Core11 GmbH and to all contributors 🙏Enjoy! If you find it useful, consider supporting the project by donating to keep it evolving. Next up: better training quality and smoother editing workflows
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Pierre Charpentier
Pierre Charpentier@pc_desgn·
@RadianceFields and still no real CUDA compiled Windows binaries, even though they distribute it, it's not properly implemented
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Pierre Charpentier retweetledi
Radiance Fields
Radiance Fields@RadianceFields·
COLMAP just dropped V4.0, officially adding GLOMAP and several updates.
Radiance Fields tweet media
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Gabriele Romagnoli
Gabriele Romagnoli@GabRoXR·
Animated #GaussianSplatting can now be streamed like a YouTube video. So far, you had to download large files BEFORE experiencing them anywhere, but @gracia_vr has just released several demos that stream like a normal video. The first thing I tried was to make a side-by-side comparison, but I could hardly notice any difference. As long as you have a solid internet connection, you can play them on the web, headset and even on mobile in #augmentedreality. Interested in the latest in #3D, #XR and #AI? This is the type of news and updates I share every week on my newsletter (link on top of my profile).
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abstrakt
abstrakt@abstrakt314·
Just added a small filter so users can discover walkable SuperSplat scenes!
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Pierre Charpentier
Pierre Charpentier@pc_desgn·
@DanyBittel @janusch_patas pretty sure it's just a marketing term implying that it targets low end devices, because "web" doesn't mean much when it's using your own device, you can browse/render the web with an iPhone 5 or a PC with a RTX 5090 just as well
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Dany Bittel
Dany Bittel@DanyBittel·
@janusch_patas Why "mobile"? Web could benefit from faster rendering as well. Hope this or some other OIT strategies gets widely adopted.
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MrNeRF
MrNeRF@janusch_patas·
Mobile-GS: Real-time Gaussian Splatting for Mobile Devices TL;DR: Mobile-GS achieves real-time rendering for challenging unbounded scenes on mobile platforms. It easily break through the 120 display FPS limit for fluent rendering Abstract (excerpt): In this work, we propose a mobile-tailored real-time Gaussian Splatting method, dubbed Mobile-GS, enabling efficient inference of Gaussian Splatting on edge devices. Specifically, we first identify alpha blending as the primary computational bottleneck, since it relies on the time-consuming Gaussian depth sorting process. To solve this issue, we propose a depth-aware order-independent rendering scheme that eliminates the need for sorting, thereby substantially accelerating rendering. Although this order-independent rendering improves rendering speed, it may introduce transparency artifacts in regions with overlapping geometry due to the scarcity of rendering order. To address this problem, we propose a neural view-dependent enhancement strategy, enabling more accurate modeling of view-dependent effects conditioned on viewing direction, 3D Gaussian geometry, and appearance attributes. In this way, Mobile-GS can achieve both high-quality and real-time rendering. Furthermore, to facilitate deployment on memory-constrained mobile platforms, we also introduce first-order spherical harmonics distillation, a neural vector quantization technique, and a contribution-based pruning strategy to reduce the number of Gaussian primitives and compress the 3D Gaussian representation with the assistance of neural networks.
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Farhan Khan
Farhan Khan@moggrammer·
@PixelBilly how do collisions work with the environment if it's a splat am i missing something 😅
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Pierre Charpentier
Pierre Charpentier@pc_desgn·
@willeastcott do we have to enable Walk Mode ourselves in the editor? How does one generate the collision mesh?
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Will Eastcott
Will Eastcott@willeastcott·
Major SuperSplat Update! 📢 Your free and open source platform for Gaussian Splatting. 🚶Walk Mode ⚡️Streamed LOD ⏫Easy Upload [1 / 5]
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Jon Barron
Jon Barron@jon_barron·
If I was a grad student today, I would: 1) Not write papers, 2) push my (agent-written) code to a public repo ~weekly, 3) maintain (via agents) a writeup.tex (manually verified) and a skill.md in the repo, and 4) work towards establishing skill usage as the new "citation" format.
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Nicola
Nicola@NicolaManzini·
Still trying to create realistic world for vibesail without using google 3d maps becuase you pay by user for them: you get a lot of users -> you pay a lot of money. The starting plan is to self generate a dozen locations so the google api is used in a limited way. In a comment to a previous post @alightinastorm tagged @XRarchitect talking about worldlabs' marble. I generated a Positano world and you can see it in the video and directly in the link in the comments! It is an amazing splat for the amount of effort I had to put in it! I am on the free tier but i would consider subscribing if my current self made path leads to nothing! 35 dollar (commercial plan) per month give you around 25 generations (allegedly). What i don't like: - The splat is focusing a lot on areas i don't care at all and the town is pretty low details. should try with a better prompt perhaps. - I don't need the water and the sky. And that i don't think you can tell it to not do it. But really does an amazing job with no effort.
Nicola@NicolaManzini

Vibesail went viral again a week ago. This time thanks to a new feature that lets you sail anywhere on earth using Google 3d maps api. vibesail.com/world Then 48 hours later i got my first 100 dollar bill from Google. Fair but Costly. Especially because it only cost a few dollars a month to keep the game running. I am now on my path to try to get rid of google 3d maps bills. I want to create a few selected locations myself and restrict or paywall the usage of third party costly api like google. So I ended up a rabbit hole of creating my own 3d mesh. And before that I created a 3d splat. The mesh is solid and the other is the one that is fuzzy and dreamlike! So here is a result! Been using OpenDroneMap (ODM) for photogrammetry and Modal for computing. For who follows me you saw that my poor macbook air m1 8gb could not handle the load at all! Here is a preview of how Positano looks like! It is still not perfect: it has plenty small holes and it lacks the surrounding hills. So now i think i found a use for my drone and my vacations for the next months.

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Martin Valigursky
Martin Valigursky@ValigurskyM·
with high splat density when generating text, the text can be pretty sharp and smooth!
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Martin Valigursky
Martin Valigursky@ValigurskyM·
Procedural Gaussian Splats in @playcanvas 🔥 Everything becomes splats: Images. Text. Lines. One unified render, seamlessly blending with 3DGS models.
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Pierre Charpentier
Pierre Charpentier@pc_desgn·
@willeastcott Hey Will, I'm absolutely having a blast with the two scenes I found to have the new Walk mode, however it would be great to be able to filter them in the Explore page, and/or have a little icon overlay on top of the thumbnail to know if a scene has it enabled!
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Will Eastcott
Will Eastcott@willeastcott·
Breathtaking Gaussian Splat of the Day ⛷️
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Pierre Charpentier retweetledi
Arno Coomans
Arno Coomans@arno_coomans·
Our Neural Irradiance Volume (Eurographics 2026) permits real-time rendering of large scenes with dynamic objects and moving lights, while providing a higher quality at a given memory budget (10x improvement over probe grids!). Project page: arnocoomans.be/eg2026/.
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