Every time I hear about Gaussian splatting, I think about triangle splatting[0] - GPUs were built to render triangles, so I wonder what games would be like if we supported generating and rendering them as much as we do Gaussian splats.
They've made a follow up to that called MeshSplatting. https://meshsplatting.github.io/
I think that Gaussian splatting is generally better, as the Gaussians are smoother and easier to optimize, if you can use them.
Things like triangle splatting are useful if you have to integrate into an engine that only support triangles. But with modern graphics pipelines, you can implement Gaussians quite efficiently, including newer techniques like Gaussian point splatting that can scale up seamlessly to enormous scenes:
* Video: https://www.youtube.com/watch?v=2AWv_nIfp-U
* Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...
Yeah, there were other splats before Gaussian splats, so lots of cool possibilities depending on the style you're after. However, hard triangles have hard edges, and then you might be anti-aliasing those edges in some way. Gaussian splats can just be a triangle or two where the pixel shader feathers towards the edges.
Isn't nanite in unreal engine exactly that?
To be clear, I'm not proficient in it's use, just watched a few videos about it's theory when it was initially announced
Honestly there should be many more types of splatting imo...
The Dreams game engine (only for PS4) does this and is able to achieve scenes that no other game engine can. Here's a technical talk about how they did it: https://www.youtube.com/watch?v=u9KNtnCZDMI
Actually sorry not sure if they use triangle splatting, but gaussian splats at least.