𝗝𝗼𝗶𝗻 𝘂𝘀 𝗹𝗶𝘃𝗲 𝘁𝗼 𝗱𝗶𝘀𝗰𝗼𝘃𝗲𝗿 𝗵𝗼𝘄 𝟯𝗗 𝗚𝗮𝘂𝘀𝘀𝗶𝗮𝗻 𝗦𝗽𝗹𝗮𝘁𝘁𝗶𝗻𝗴 𝗶𝘀 𝗮𝗹𝗿𝗲𝗮𝗱𝘆 𝗯𝗲𝗶𝗻𝗴 𝘂𝘀𝗲𝗱 𝗶𝗻 𝗿𝗲𝗮𝗹 𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝘄𝗼𝗿𝗸𝗳𝗹𝗼𝘄𝘀 🚀 As part of our ongoing '𝗗𝗶𝘀𝗰𝗼𝘃𝗲𝗿 𝟯𝗗𝗚𝗦 𝘄𝗶𝘁𝗵 𝗩𝗼𝗹𝗶𝗻𝗴𝗮' live sessions, the Volinga team regularly walks through real-world Gaussian Splatting workflows, from capture and scene setup to Unreal Engine integration and on-set deployment. 𝗢𝘂𝗿 𝗻𝗲𝘅𝘁 𝘀𝗲𝘀𝘀𝗶𝗼𝗻 𝘁𝗮𝗸𝗲𝘀 𝗽𝗹𝗮𝗰𝗲 𝗻𝗲𝘅𝘁 𝗧𝘂𝗲𝘀𝗱𝗮𝘆, 𝗠𝗮𝘆 𝟭𝟵𝘁𝗵, and it’s a great opportunity to explore these workflows through practical demos, real use cases, and open discussion with the team. 𝗪𝗲’𝗹𝗹 𝗰𝗼𝘃𝗲𝗿: ☑️Real production workflows using 3D Gaussian Splatting ☑️Step-by-step guidance from capture to Unreal Engine ☑️Plugin setup, sample projects, and common pitfalls ☑️Live Q&A with the Volinga team Whether you’re working in virtual production, VFX, broadcast, or real-time environments, this session is designed to help you understand how these workflows operate in practice, not just in theory. 👉 ���𝗲𝗴𝗶𝘀𝘁𝗲𝗿 𝗵𝗲𝗿𝗲: https://lnkd.in/e5BqnB-P #Volinga #3DGS #GaussianSplatting #VirtualProduction #Webinar
Volinga 3D Gaussian Splatting Live Session
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Some of you saw this about six months ago, while others haven't. Either way, I'll just leave it here. A screenshot from the latest prototype, "𝗣𝗹𝗮𝗻𝗰𝗸 𝟭𝗡𝗘," of the 𝘎𝘢𝘮𝘦 [𝗖𝗼𝗱𝗲 𝗛𝗧𝟳𝟬] we are working on. We've been laying down the heavy-duty groundwork. Core features currently driving the prototype: 1) Fundamental State Systems 2) Game World Framework 3) Mechanics & Progression Engine 4) Narrative & Quest Orchestration Cheers!🎮
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Sergiu Zboras asked how USD compression compares to .sog and .splat on my last post. I was curious, so I ran the test. Same 3DGS capture, four formats: .lcc 541MB → .ply 749MB → .usd 712MB → .sog 41MB USD sits close to PLY. .sog wins by a country mile for streaming and distribution. The value of USD is composability though. A layerable, referenceable, variant-capable scene object that lives natively in the same pipeline as every other piece of geometry in a professional production workflow. That's a different use case entirely. One honest caveat: I can't render it visually yet. The ParticleField3DGaussianSplat schema landed in OpenUSD 26.03 in March 2026 and the renderers haven't caught up. The pipeline works. The viewers are following. #RealityCapture #OpenUSD #SpatialData #GaussianSplatting #3DCapture
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🎥𝗚𝗮𝘂𝘀𝘀𝗶𝗮𝗻 𝗦𝗽𝗹𝗮𝘁𝘁𝗶𝗻𝗴 𝗶𝘀 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝗷𝘂𝘀𝘁 𝗮𝗻 𝗥&𝗗 𝘁𝗼𝗽𝗶𝗰. 𝗜𝘁’𝘀 𝗮𝗰𝘁𝗶𝘃𝗲𝗹𝘆 𝗿𝗲𝘀𝗵𝗮𝗽𝗶𝗻𝗴 𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝗽𝗶𝗽𝗲𝗹𝗶𝗻𝗲𝘀 𝘁𝗼𝗱𝗮𝘆. At NAB Show we brought together early adopters to break down how 3D Gaussian Splatting (3DGS) is moving from experimentation 𝗶𝗻𝘁𝗼 𝗿𝗲𝗮𝗹-𝘄𝗼𝗿𝗹𝗱 𝘂𝘀𝗲 across Virtual Production, VFX, and beyond. In this panel, Fernando Rivas-Manzaneque, Joao Krambeck from RCS Studios, Kathryn Brillhart, and Michael Rubloff from Radiance Fields (Gaussian Splatting and NeRFs), share 𝗵𝗼𝘄 𝘁𝗲𝗮𝗺𝘀 𝗮𝗿𝗲 𝗮𝗰𝘁𝘂𝗮𝗹𝗹𝘆 𝘂𝘀𝗶𝗻𝗴 𝟯𝗗𝗚𝗦 𝘁𝗼𝗱𝗮𝘆: ➡️What Gaussian Splats really are (and why they’re different from traditional 3D capture) ➡️How teams are using them in previs, ICVFX, 𝗮𝗻𝗱 𝗽𝗼𝘀𝘁-𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝘄𝗼𝗿𝗸𝗳𝗹𝗼𝘄𝘀 ➡️Real-world 𝗲𝘅𝗮𝗺𝗽𝗹𝗲𝘀 𝗼𝗳 𝗰𝗮𝗽𝘁𝘂𝗿𝗶𝗻𝗴 𝗹𝗼𝗰𝗮𝘁𝗶𝗼𝗻𝘀 and building photoreal digital environments ➡️Where 𝘁𝗵𝗲 𝗯𝗶𝗴𝗴𝗲𝘀𝘁 𝘁𝗶𝗺𝗲 𝗮𝗻𝗱 𝗰𝗼𝘀𝘁 𝘀𝗮𝘃𝗶𝗻𝗴𝘀 are showing up in production ➡️The practical challenges, from 𝗱𝗮𝘁𝗮 𝗵𝗮𝗻𝗱𝗹𝗶𝗻𝗴 𝘁𝗼 𝗼𝗻-𝘀𝗲𝘁 𝗶𝗻𝘁𝗲𝗴𝗿𝗮𝘁𝗶𝗼𝗻. If you’re working in Virtual Production, this is where things start to get very real: faster environment capture, fewer bottlenecks, and new ways to bridge physical and digital worlds.🙌 👀𝗪𝗮𝘁𝗰𝗵 𝘁𝗵𝗲 𝗳𝘂𝗹𝗹 𝗽𝗮𝗻𝗲𝗹 𝗵𝗲𝗿𝗲: https://lnkd.in/eMQcZAfB #VirtualProduction #GaussianSplatting #3DGS #VFX #ICVFX #FilmmakingTechnology #DigitalEnvironments #ProductionPipeline #NABShow
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Manually placing reverb zones is a thing of the past. I built Fibonacci Acoustic Scanner Pro — a runtime acoustic plugin for Unity + Wwise. Zero baked data. Pure physics-based simulation. What you see in this video: → Occlusion calculated in real time as the source moves behind walls → Diffraction path bending around corners — live as you peek out → Reverb Amount driven by actual geometry, not trigger zones → Source picked up — occlusion clears instantly, reverb keeps updating No zones. No triggers. Just raycasts + Wwise RTPC. Free to download — pay what you want. 🔗 itch.io: https://lnkd.in/gBd4XHd3 🔗 GitHub: https://lnkd.in/gW_M8r9T #gameaudio #unity3d #wwise #sounddesign #gamedev #plugin #indiedev
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The math behind this quantization shader / custom post process I made is simple, and yields interesting visual results. If you want to implement this in your own Unity scene, check out my tutorial below! https://lnkd.in/eMjQEdJF
Making a Quantization Shader & Custom Post Process in Unity HDRP
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Object tracking for fire simulations in Houdini – tutorial by Bryan Holt A detailed walkthrough on using GeoTracker to track a torch natively in Houdini and use its motion as an emitter for the flame. Full video: https://lnkd.in/gmVVke7r
Fire simulations with GeoTracker for Houdini
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Excited to announce that Houdini For Generalists is now available on Voxyde. This new course by Jan Hebein is focused on building complete scenes in Houdini using fast, efficient, and production-friendly workflows. Across 6 full projects, you’ll learn: • Procedural modeling • Simulations • Lighting, rendering & materials • VEX workflows • Scene assembly & lookdev The goal of the course is to help artists develop practical generalist skills and learn how to create high-quality scenes without overcomplicating the process. If you want to improve your overall Houdini workflow and build scenes faster with scalable procedural techniques, this course was made for you. 🔥 Launch week discount: Use code HG25 for 25% off until June 6.
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💥 HY-World 2.0 just dropped ♠ and it turns any photo or casual video into real, editable 3D worlds 🔹 One image or phone video → full Gaussian Splats + meshes 🔹 Fully navigable, importable into Unity/Unreal/Blender 🔹 WorldMirror 2.0 does instant reconstruction in a single pass 🔹 First open-source model that actually beats closed-source rivals 🔹 I just tested it live with my own image. 🔹 The result is insane. 🔥 Watch the full demo below https://lnkd.in/gmkC2XrN
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Mage Tactics: Deep Dive into 'GR Space' Workflow ⚡ I’m excited to share a technical update on the Mage Tactics series! Many of you have asked about the specific implementation of GR Space within the skill mechanics. I have prepared a detailed tutorial showing exactly how to handle this within a production-ready pipeline. Whether you're looking to optimize your VFX or understand complex Blueprint-Niagara interactions, this tutorial covers the essential shortcuts to elevate your workflow. 📺 Check out the tutorial here: https://lnkd.in/ggxQchQU
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But is it possible to access replay?