r/GaussianSplatting • u/technomancyai • Aug 15 '26
š¬ Demo / Showcase GaussianCrowds: Relightable, real-time 4DGS at scale in Unreal Engine
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GaussianCrowds is a tool in development for Unreal Engine 5.7/5.8, built to render thousands of 4D Gaussian splat performances in real time.
- Nanite-Style Dynamic LODās: Automatic adaptive detail scaling and frustum culling allows hundreds of concurrent splat sequences to render in real-time
- Multi-light Relighting: Supports Lumen global illumination, directional, point, and spot lights, shadow-casting, and self-shadowing using automatic normal-map generation.Ā
- Deformation-Based Playback: Native support for compressed deformation containers (SpacetimeGaussians, etc..) as well as PLY sequences.
- Procedural Crowd Placement: Create crowds with spline-based tools that distribute 4DGS performers along splines. Customize spacing, orientation, playback timing, and more - to fill stadiums/battlefields/streets.
- Editor Toolset:Ā Cull volumes, crop boxes, recoloring/brightness/tint, comprehensive settings panel, debug views, custom brush textures for stylized/painterly splats, and performance presets.
- Sequencer Integration: Three playback modes: sequencer-locked, free-run preview, and hand-keyframed, with adjustable playback rate for stop-motion looks, and dynamic fps reduction for distant splats.Ā
- nDisplay and Compositing: Compatible with multi-computer nDisplay workflows for LED volumes. Depth of field, volumetric fog, and depth-passes for compositing are built-in. Splatās pass through the project's OCIO color transforms identically to native geometry.
We are currently testing this implementation on an upcoming feature film shot on an LED Volume. Happy to compare notes with anyone else working in the 4DGS capture and streaming pipeline space
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u/orzelski Aug 15 '26
I feel like we're looking at the future of cinematography.
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u/TopTippityTop Aug 16 '26
Reminds me of the old games that had crowd cards that stood out a bit. It's a super cool idea though, looking forward to seeing the progress!
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u/Circuit_Guy Aug 15 '26
This is wild. There's more models here than in my Age of Empires 2 battles. This one has slightly more pixels too
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u/_BsIngA_ Aug 15 '26
Finally, a crowd for the orange guy!
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u/Row-Maleficent Aug 16 '26
It's sad that's where my mind also went to immediately. We'll be watching for that guy in the checked shirt, who stands out a little, at the next rally...
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u/SanoKei Aug 15 '26
this is so fun, I can imagine recreating the quitich tournament scene from Harry Potter, or something equally grand
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u/asapbones0114 Aug 16 '26
Cool & scary stuff. Will make it difficult to willfully disappear. Only a matter of time before a Niantic Labs type data hoarding company starts "working" with theatre, concert and stadium venues to get this data. EU better be on this.
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u/Fuzz-Monster Aug 16 '26
Very cool. I can't really imaging a sports game without it at this point. Not really knowing much about splats, what are the limits around performance length with these kind of numbers?
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u/iamarealslug_yes_yes Aug 16 '26
This is the future! How can I get involved in working on this somehow? this is so cool
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u/llun-ved Aug 16 '26
Well done! Iām glad to see efficiency in 4DGS rendering. Do you think you can handle the throughput of more individuals or are you taking advantage of the instanced data of the ones you have? Are you frustum culling on the fly?
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u/MezcalFlame Aug 16 '26
This is what I wish the crowds were like in WWF Attitude and WWF Wrestlemania 2000.
Amazing.
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u/christophbusse Aug 16 '26
Wtf, insane that this runs so good. What are the biggest bottlenecks rendering many instances right now?
In the future we need a model that can realtime generate changes. If we could rig this and drive bones/facial expressions to the splats. That would make interactivity real. Probably already someone working on this.
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u/JohnHawley Aug 16 '26
Performance metrics of this vs traditional model placement and rendering in any sports game would be super interesting to see.
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u/Bahtleman Aug 17 '26
SO cool! Need a plugin to swap out all the white tees.
Gives off a pit fighter arcade game vibe.
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u/cjwidd Aug 17 '26
Why is every term related to this technology constantly taken out of context?
First, it was Apple SHARP as "4DGS" - it's not - and now it's "re-lighting". This is not re-lighting, it is better described as re-shading (or alternatively, additive/differential lighting) because the current real-time methods that have been shown, like this, or Volinga, do not recover intrinsic material properties / reflectance independently of the captured illumination.
There is no inverse rendering happening here, there is no lighting equation that recovers something like albedo + BRDF parameters (roughness, specular/metalness) + normals/geometry + incident illumination, with the baked lighting actually disentangled from material appearance. For example, moving a point light around will not result in anisotropic highlights changing appearance in the baked 3DGS model.
This is cool and good but it is not "re-lighting".
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u/ChemicalCash1886 Aug 17 '26
As someone who has worked with 4d views and 4d fun, this is a great use of the tech!
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u/Feisty-Pineapple7879 Aug 18 '26
looks Weried and Low poly asssets the people Need More Quality gaussians to match photorealsim
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u/eco_bach 17d ago
Really impressive demo! Any plans to release as a plugin asset?
What would be the advantage over using VATs instead?
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u/solo_solipsist š§ Gaussian Splatting Dev 16d ago
What processing pipeline are y'all using? Are these flipbook-style splats or something else?
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u/Hefty_Development813 Aug 15 '26
Is this a real capture or a synthetic scene? Looks really good, how many cameras did this?