Our team is working with Gaussian Splatting to convert 360 video footage into high-quality 3D reconstructions (https://app.splatica.com/). We have an automated workflow for this and are now exploring ways splats can be applied (beyond games).
The main question we have is:
Are there any examples of splat-based workflows involving UE used in non-gaming industries (architecture, virtual tourism, film production, or other less obvious sectors)? We see a lot of scenes processed on our platform but don’t really understand further use-case-specific steps in UE.
One more specific question: has anyone worked on optimizing performance when handling large-scale locations or large splat reconstructions in UE? Any tips or approaches that have worked well?
Have you looked at postshot for bring the shots into UE5. There is a plug in that allows this.
The use case really depends on what your end goal is. I see the great use of the existing site in the world and placing the 3d model of a building there.
Hi there I know this is an older post but are you the ones developing Splatica?
Regardless, how has your experience come along so far?
I’m working hard at capturing lots of footage for various types of purposes, large and small using drones, 360 cameras and mobile phone cameras. I’ve learned a lot in terms of processing my work and trying to pull the best quality out from the data I provide but it’s an ongoing process of trying to understand the best fundamental ways as the angle of capture is extremely important.
The quality of mine have to be high enough to determine cracks and minor rust and other issues in infrastructure to use as the highest possible quality digital twin.
Have you discovered any best practices of your own?