frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

Open in hackernews

Gaussian Point Splatting

https://momentsingraphics.de/Siggraph2026.html
44•ibobev•1h ago

Comments

pixelesque•1h ago
> millions of threads

Really?! What OSs can handle that many native threads?

Also, this seems quite similar to stochastic progressive drawing of pointclouds for realtime that has been done for > 15 years in the VFX industry with GPU shaders in a tiled/bucketed fashion, unless this isn't progressive maybe? (The fact it's been accepted for Siggraph likely indicates it's slightly different).

Calavar•1h ago
I believe they mean GPU threads. Plenty of cuda files in their repository.
pixelesque•43m ago
Fair enough, but that's then only absolutely max 1024 threads per SM, which wouldn't get anywhere near 1 million, given 5090 only has 192 SMs...

Future proofing I guess...

cyber_kinetist•28m ago
You can launch much more logical threads than the available physical threads. The GPU scheduler will automatically dispatch the work to the SMs.
zipy124•14m ago
I guess they never say that they execute at the same time technically haha
praveen9920•1h ago
Sorting the gaussians is the compute heavy part in gaussian splatting. So, Im guessing this will give only marginal improvement in terms rendering speed.
xyzsparetimexyz•49m ago
I'm not sure it does a sort. Each group of threads only handles a select number of gaussians
zokier•23m ago
Yea, I think avoiding sorting is kinda the whole point here
lucamark•45m ago
This feels like Monte Carlo rendering applied to rasterization. I'm wondering if it's a brand-new or a well established methodology
pixelesque•41m ago
It's not new - that was sort of my point with my other comment.

At least if it's progressive (so refines and resolves over time), this has been done with pointclouds in the VFX industry in GPU shaders for years in terms of stochastically drawing different points so eventually the whole point set gets rasterised to a fidelity threshold.

lucamark•33m ago
ookay, thanks for the clarification! So, the interesting part here seems to be the 3DGS-specific opacity correction and GPU workload mapping. Am I wrong?
pixelesque•30m ago
Possibly yeah.

Or the per-pixel coord atomic I guess?

lucamark•26m ago
Right, that part seems to be based on Schütz et al. 2021 https://arxiv.org/abs/2104.07526
avaer•16m ago
Monte Carlo in 3dgs is established enough that Spark [1] has been doing it for a while in the browser.

https://github.com/sparkjsdev/spark

HexDecOctBin•33m ago
Can someone point to a resource/tutorial for learning point splatting (the 90s rendering technique)? Gaussian Splatting has completely over taken the search results, and the original technique is now near impossible to find.
cubefox•18m ago
It's going to be even more impossible to find now because the present paper introduces "Gaussian point splatting".
phrotoma•32m ago
I love this site design. It uses the entire width of the monitor rather than a slender column of pixels down the middle with large blocks of unused space on either side, with a font for my old man eyes.

<3

zokier•23m ago
> It uses the entire width of the monitor rather than a slender column of pixels down the middle with large blocks of unused space on either side

Umm on my machine it has 560px margin on both sides with the content being only 474px sliver in the middle?

simonklitj•14m ago
Imo they need to pad it just a bit. My scrollbar overlaps.
docheinestages•10m ago
Maybe use Tampermonkey?
keyle•27m ago
It will be interesting to see the first AAA game that uses these methods instead of rendering a 3D world. Even if made from CGI worlds, it would be a very interesting approach and with somewhat predictable performances.

Reminds me of Ecstatica [1], a 1994 game that had intense visuals with a very odd/different rendering engine made of 3D ellipsoids; in a way really crude splats in gouraud shading.

[1] https://ecstatica.fandom.com/wiki/Ecstatica

avaer•21m ago
This is "rendering a 3D world". It's basically the exact same techniques that traditional rendering uses, just with a different primitive that's not triangles. Everything else pretty much carries over.

If you mean the technique of splatting specifically, Dreams for PS4 [1] is prior art.

If you mean pre-rendering, there's Myst and games like the original FF7 for PS1.

[1] https://en.wikipedia.org/wiki/Dreams_(video_game)

cyber_kinetist•23m ago
Really nice idea for 3DGS rendering - though the main problem is the noise (an unfortunate issue for all Monte-Carlo based methods).

I think future papers would probably continue improving on this method and focus on how to sample the points more efficiently while being unbiased (similar to how ray-tracing solved their performance issues). Or maybe... we can just add a deep-learning based denoiser and call it a day!

cubefox•21m ago
Their point splatting method is orthogonal to level-of-detail rendering (they reference a few papers which try to do this), so both point splatting and LoD could be combined in the future for an even greater performance gain during rendering. They already implement occlusion and frustum culling.

Point splatting does introduce a lot of noise though, and their denoiser introduces ghosting, but they say a more sophisticated denoiser would give considerably better quality.

UK media fails to disclose defence sector links in nearly 60% of cases

https://aoav.org.uk/2026/military-experts-or-arms-industry-insiders-uk-media-fails-to-disclose-de...
176•XzetaU8•3h ago•119 comments

Gaussian Point Splatting

https://momentsingraphics.de/Siggraph2026.html
44•ibobev•1h ago•24 comments

They’re made out of weights

https://maxleiter.com/blog/weights
845•MaxLeiter•12h ago•331 comments

Failing grades soar with AI usage, dwindling math skills in Berkeley CS classes

https://www.dailycal.org/news/campus/academics/failing-grades-soar-as-professors-see-greater-ai-u...
424•littlexsparkee•12h ago•329 comments

U.S. Army Corps of Engineers Bay Model

https://en.wikipedia.org/wiki/U.S._Army_Corps_of_Engineers_Bay_Model
34•tosh•1d ago•7 comments

Elixir v1.20: Now a gradually typed language

https://elixir-lang.org/blog/2026/06/03/elixir-v1-20-0-released/
819•cloud8421•17h ago•302 comments

AccessOwl (YC S22) is hiring an AI TypeScript Engineer to connect 300 SaaS tools

https://www.ycombinator.com/companies/accessowl/jobs/hfWAhVp-ai-enabled-senior-software-engineer-...
1•mathiasn•24m ago

Show HN: Uruky (EU-based Kagi alternative) now has Image Search and URL Rewrites

https://uruky.com/?il=en
98•BrunoBernardino•3h ago•85 comments

Claude Code and Codex Can Have Real-Time Conversation via Git

https://medium.com/@Koukyosyumei/claude-code-and-codex-can-have-real-time-conversation-via-git-f9...
41•syumei•3d ago•31 comments

Gemma 4 12B: A unified, encoder-free multimodal model

https://blog.google/innovation-and-ai/technology/developers-tools/introducing-gemma-4-12b/
879•rvz•20h ago•341 comments

I built a vulnerable app and spent $1,500 seeing if LLMs could hack it

https://kasra.blog/blog/i-spent-1500-seeing-if-llms-could-hack-my-app/
257•jc4p•11h ago•124 comments

Under Notre Dame, a 'dig of the century' unearths 1,700 years of history

https://apnews.com/article/notre-dame-dig-treasures-paris-archaeology-roman-dae41f792c1402faf32a8...
75•cobbzilla•2d ago•16 comments

thunderbolt-ibverbs: We have InfiniBand at home

https://blog.hellas.ai/blog/thunderbolt-ibverbs/
45•zdw•1d ago•1 comments

Kiki – a tiny homepage construction kit with a small footprint

https://tomotama.com/kiki
16•tobr•3d ago•1 comments

Artificial intelligence is not conscious – Ted Chiang

https://www.theatlantic.com/philosophy/2026/06/no-artificial-intelligence-is-not-conscious/687378/
500•lordleft•18h ago•856 comments

The ways we contain Claude across products

https://www.anthropic.com/engineering/how-we-contain-claude
151•jbredeche•11h ago•71 comments

French-Iranian author Marjane Satrapi, author of 'Persepolis', dies at 56

https://www.france24.com/en/culture/20260604-french-iranian-author-marjane-satrapi-author-of-pers...
22•fidotron•45m ago•0 comments

I was recently diagnosed with anti-NMDA receptor encephalitis

https://burntsushi.net/encephalitis/
646•Tomte•22h ago•196 comments

Uber's $1,500/month AI limit is a useful signal for AI tool pricing

https://simonwillison.net/2026/Jun/3/uber-caps-usage/
515•pdyc•23h ago•644 comments

When su replaced login for becoming another Unix login

https://utcc.utoronto.ca/~cks/space/blog/unix/SuAsLoginReplacement
12•ankitg12•48m ago•0 comments

DaVinci Resolve 21

https://www.blackmagicdesign.com/products/davinciresolve/whatsnew
476•pentagrama•22h ago•218 comments

Learn SQL Once, Use It for 30 Years

https://fagnerbrack.com/learn-sql-once-use-it-for-30-years-9aceb0bdee03
124•karakoram•3d ago•80 comments

Meteor Explodes over Massachusetts

https://www.nbcboston.com/news/local/meteor-explodes-over-massachusetts-what-we-know-and-where-it...
131•1970-01-01•2d ago•67 comments

ESP32-S31

https://www.espressif.com/en/products/socs/esp32-s31
318•volemo•20h ago•169 comments

A Man Who Reads Books for a Living

https://lithub.com/the-man-who-reads-books-for-a-living-one-every-two-days/
135•gmays•16h ago•96 comments

CP/M-86 & MS-DOS Cross Development Environment

https://github.com/tsupplis/cpm86-crossdev
41•elvis70•3d ago•10 comments

A Post-Quantum Future for Let's Encrypt

https://letsencrypt.org/2026/06/03/pq-certs
274•SGran•21h ago•151 comments

Ableton Extensions SDK

https://www.ableton.com/en/live/extensions/
136•bennett_dev•15h ago•57 comments

Mathematicians issue warning as AI rapidly gains ground

https://www.science.org/content/article/mathematicians-issue-warning-ai-rapidly-gains-ground
255•pseudolus•1d ago•290 comments

Gooey: A GPU-accelerated UI framework for Zig

https://github.com/duanebester/gooey
186•ksec•19h ago•73 comments