As rancid as in real - graphic demo realistically builds Aachen train station and the technology behind it is quite awesome

Some passages can hardly be distinguished from reality. (Image source: 3D scans TV / YouTube)

What does the next level of 3D graphics look like? If it goes to leading hardware manufacturers such as Nvidia and Sony, then there is no way around AI-based techniques. One of them is pursuing a very special approach that a team took advantage of to imitate a rather rustic Aachen railway station with high realism.

Technology demo shows realistic-looking stop in real time

That's what it's about:For a YouTube video, a German company specializing in three-dimensional measurement has replaced the Aachen-Schanz railway station with an incredibly high degree of realism.

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This was made possible, among other things, using special cameras, but this is only a starting point for a clever technology called3D Gaussian Splattingserve.

But what exactly is behind the bulky term?You can imagine 3D Gaussians like polygons, i.e. three -dimensional forms in a virtual space. In contrast to polygons, however, they are not angular, but correspond to a round ellipse that gently runs out on the outside.

The Gaussians are then placed, for example, in the Unreal Engine 5 based on a so -called 'point cloud', which you can imagine like a three -dimensional representation of a real place consisting of countless particles.

For example, the train station looks like a point cloud:

Looks pretty holy and not really detailed, but the hundreds of thousands of Gaussians ultimately ensure that the vacancies are filled out. The shards -like shapes overlap and are so reduced that they map a lot of details.

For example, all of the Gaussians look in the form of a bush:

The principle is actually not completely new, but was invented almost 30 years ago. Nowadays it can be implemented much better, because the points can be created with a AI model using photographs. The three-dimensional environments can therefore be created without greater time and personnel expenses.

When does 3D Gaussian Splitting come in games?

Modeling with 3D Gaussians sounds promising at first and looks extremely realistic in motion, but in games the technology should not play a major role for the time being.Because the statically generated forms also have serious disadvantages:

  • They cannot be encouraged or deformed, which is much better with polygons arranged in grids
  • They cannot be dynamically illuminated without huge performance costs
  • Subsequent arrangements take a lot of time
  • Gaps in the pixel cloud are usually filled with very mushy
  • There is almost always a so -called 'Overdraw', that is, the graphic hardware also calculates components of Gaussians, which are not visible on the screen

Due to its counterpoints, the technology should also be used for 3D presentation, for example, for construction projects, or for virtual reality experiences, for example if you want to look at a few known sights from all over the world with VR glasses.

For static content, 3D Gaussian Splitting provides really good performance, but as soon as interactivity is required, it weakens strongly.

But who knows ... real-time ray tracing was also a theoretical concept over several decades and meanwhile the light ray simulation is used in quite a few games. Just in a specially adapted form. Perhaps it will be similar in a few years in relation to Gaussian Splating.

If you could throw a place in a generator for 3D models-which one would be?