SuperSplat Editor 3.0 is here 🚀
The free and open source Gaussian splat editor has been rebuilt from the ground up on WebGPU. Far larger scenes, a fraction of the memory, smooth on tens of millions of Gaussians.
Try it now → https://t.co/HVpAcUp1Sa
🧵 What's new...
ヴェネツィア国際映画祭のXR部門「Venice Immersive」のOUT OF COMPETITION Best of Worldsのひとつに、僕のVRCワールド「Spatialography」が選出されました!
それに伴って3DGS物質化計画の3Dプリント作品数点が現地会場で展示される予定です!
https://t.co/puqkmd5Uv2
🔵 3D Gaussian splats are now available in the Cesium and 3D Tiles ecosystems, including CesiumJS, Cesium for Unreal, and Cesium ion.
Learn more and get started: https://t.co/CCbHhL0zuA
3D Gaussian Splattingを読み込んでガラスケースに入れたりカラーグレーディングした上でエクスポート出来るwebアプリ「Spatialograph Maker」を作ったので公開します。空間をどう切り取ると作品としていい感じになるだろうか、とか模索したりできます。#GaussianSplatting https://t.co/XQ0D8TwJla
I have an opinion on the Meta layoffs that is contrary with most of the VR industry and much of the media, but strongly held.
This is not a disaster. They still employ the largest team working on VR by about an order of magnitude. Nobody else is even close. The "Meta is abandoning VR" narrative is obviously false, 10% layoffs is basically six months of normal churn concentrated into 60 days, strictly numbers wise.
The majority of the 1,500 jobs cut in Reality Labs (out of 15,000) were roles working on first-party content, internally developed games that competed directly with third party developers. I think this is a good decision, and I thought the same back when I was still at Oculus.
Change always sucks because people lose their jobs in the process, but in a world of limited resources, Meta heavily subsidizing their own (with money, marketing, placement, etc) at the expense of core technical progress and platform stability doesn't make sense. Crowding out the rest of the entire ecosystem, even less so. Every developer big and small, even the hyper-efficient ones, have had an extremely hard time competing with games developed by Meta-owned teams with budgets and teams that spend vastly in excess of earning potential. People will point out that these teams did an awesome job and got awesome reviews from critics and customers alike - yes, and fucked up though it is, that makes the problem even worse!
Some people will say "they should have just funded those developers as external studios rather than acquiring them, then!". Yes, I agree, but hindsight is 20/20. Do you think Oculus expected to only sell 700 copies of Rock Band VR after spending eight figures to make sure it was ready and awesome for Rift CV1 launch, to the point of bundling the guitar adapter with every single headset? Of course not, but sometimes you learn what the world actually wants from you the hard way.
TL;DR, I feel really bad for the people impacted, but this is a good thing thing for the long-term health of the industry, especially the ongoing incentives.
(Nobody at Meta knows I am making this post)