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Rendering gaussian splats #690

@soundform

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@soundform

I'm looking for a high-quality renderer of gaussian splats that supports global illumination (GI). Each scene is made of 1-10 millions of relatively small gaussians that overlap heavily, and often the same spot in 3d belongs to ~100 gaussians. I wonder if that's something already supported by this project.

A raymarching / raytracing type renderer equipped with a decent octree should be able to handle this. The only catch is that gaussians don't have solid surfaces with normals, so the traditional Phong-type lighting models don't apply. The scene is essentially a dense fog, or a cloud. GI would need to take into account that gaussians may be illuminated on one side, but remain relatively dark on the other. In other words, light accumulation cannot just assign each gaussian a single 0..1 illumination level. GI would need to do 5-10 bounces of light to achieve a good render quality.

Below is an example of such scene:

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