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Gaussian Splatting is my new favourite thing, so I hassled an ex-Epic artist to tell me everything he knows about the low-cost ‘photo-real’ rendering technique

Open source engine PlayCanvas is what Iakov Sumygin used to build that browser-based FPS. Resources like this strengthen Schindelar’s case, particularly as the engine just introduced SplatTransform 2.0, a tool that offers “fully automated, lightning-fast generation of high-quality collision for your splats.” Without a collision mesh, players could otherwise phase through the environment, so this is yet another option that streamlines the pipeline between scan and interactive assets.

“Gaussian Splatting training—meaning the reconstruction process after capture—can reproduce real-world appearance in ways that traditional scanning methods struggle with or cannot handle properly,” He tells me, “We can now capture and represent things like hair, semi-transparency, translucency, subsurface scattering, fine foliage, and other complex visual phenomena that are extremely difficult to reconstruct as clean geometry with traditional texture workflows.”

“This direct connection between captured real-world data and a production-ready, real-time representation is what makes Gaussian Splatting so interesting,” Schindelar says, “It is not just a rendering trick—it changes the entire capture-to-delivery pipeline.”

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