Major SuperSplat release: follow creators, new home page and search, and enhanced XR
Hi r/GaussianSplatting! We've just shipped a massive SuperSplat update, and this one is mostly about superspl.at itself rather than the editor.
Follow creators
You can now follow creators from their profile, from one of their scenes or from the profile card that pops up when you hover over a name in the comments. Their new splats show up in a Following tab on the home page, and your follower count shows on your profile.
Notifications
There's a notification bell in the top bar for comments, likes and new followers on your splats. The old emails were noisy, so comments are now bundled into one email, and likes and followers go into a daily summary. You can choose what you get in your notification settings.
New home page and search
The home page now has a Spotlight row (walkable worlds, free downloads, best of the week, all-time greats) above Trending, Latest and Following tabs. There's also a dedicated search page with Walkable and Downloadable filters, a time period from the past day to all time, and sorting by views, likes, date or size.
XR
- Two-handed manipulation: squeeze both grips (or make fists with hand tracking) to drag, rotate and scale the whole scene, anywhere from 0.25x to 4x.
- Much faster on Quest: up to 1M splats, fixed foveation and a 72 Hz target. A large streamed scene on a Quest 3 went from 9.7 fps to 30.7 fps, or 40.3 fps with Quality set to Performance.
- AR hides the skybox, so the scene sits in your passthrough view.
- Sessions start facing the same way as the camera.
- Post effects and tone mapping now carry into XR.
- In XR, detail level is picked by distance only, so looking over your shoulder doesn't reveal low-detail splats.
- Apple Vision Pro runs XR on WebGPU in Safari.
Heads-up for Quest users: SuperSplat renders with WebGPU by default, but XR on Quest currently needs WebGL. The first time you tap VR, the viewer offers to reload with WebGL. Press OK, then tap VR again.
Other bits
- Splat counts on every scene page
- A timeline in SuperSplat Studio (press T)
- Uploads that take longer than 20 minutes no longer fail, .spz and XGRIDS LCC2 uploads are supported, and scenes over 40M splats get LODs automatically
- SplatTransform has a new --camera-track option that renders a camera animation from a SuperSplat project to image frames, with depth of field and motion blur (guide)
Everything is open source under MIT: SuperSplat Editor, SuperSplat Viewer, SplatTransform and the PlayCanvas Engine.
Full write-up: blog.playcanvas.com
Join the SuperSplat community today on Discord: discord.com
We'd love feedback, especially from anyone trying the XR mode on a headset. And who should everyone be following? Drop your favorite profile below. 👇
42 points · 15 comments
SteadySplat works so well that it should be the new standard...
If you want quick integration of SteadySplat rendering, you can try this draft playcanvas PR.
engine#9819
If you just need a quick web demo, try our slop viewer (change the renderer under settings):
splatview.github.io
35 likes · 3 reposts · 1,203 views
hmm
playcanvas/engine
guess that wasnt an original idea
10 views
PlayCanvas now has a dynamic sky: day/night cycle, volumetric clouds and lighting that follows the sky (WebGPU + WebGL2)
We just added DynamicSkyEffect to the PlayCanvas engine - a camera frame effect that takes over the sky of a camera and renders a full day and night cycle. The video is the new example: a small tropical island, with the time of day animated.
What it does
- Atmosphere - an analytic daylight model, balanced against the sun light, so the sky and the sunlit ground end up at a similar brightness and a single exposure works for both. One sunIntensity sets the brightness of the whole day.
- Night - a twilight glow, stars and the moon, with the moonlight taking over from the sun.
- Clouds - either a cheap flat layer, or volumetric clouds ray marched through 3D noise and drifting with the wind. The volumetric ones render to their own buffer (at reduced resolution by default) and use blue noise jitter with a small blur, so they stay clean without TAA.
- Lighting - the effect generates the environment lighting of the scene from its own sky, and regenerates it as the sun moves, the settings change, or the clouds drift. For an animated time of day it can blend between updates, so reflections on glossy surfaces (like the water) change smoothly instead of stepping.
- Sun light - it keeps a directional light in sync with the sun: direction, color and intensity, dimmed by the clouds.
Usage is a few lines:
const sky = new DynamicSkyEffect(device);
sky.light = sun.light;
sky.clouds = true;
sky.cloudTechnique = CLOUDTECHNIQUE_VOLUMETRIC;
cameraFrame.addEffect(sky);
// set the sun as your time of day changes
sky.elevation = 35;
sky.azimuth = 120;
It runs on both WebGPU and WebGL2, and it's open source like the rest of the engine.
- PR with the details: engine#9765
- Example: engine-9bay4vgd4-playcanvas.vercel.app
Happy to answer questions about how it works, and feedback is very welcome.
12 points
New in PlayCanvas: a dynamic sky ☀️☁️🌙
Day & night cycle, volumetric clouds drifting with the wind, stars, moon, and scene lighting that follows the sky, all in one CameraFrame effect.
Runs on WebGPU and WebGL2.
engine#9765 t.co
22 likes · 4 reposts · 973 views
Lens flares for the PlayCanvas engine: light-driven, texture-based, occluded on the GPU
I've been working on a lens flare effect for PlayCanvas's CameraFrame post-processing stack, and it's now up as a PR: engine#9734
How it works:
- Each flare follows a light. A directional light gives you the sun, omni lights give a position, and spot lights only flare while the camera is inside their cone.
- A flare is a list of elements (glows, irises, halos, bursts, streaks, spectral smudges) placed along the axis from the light through the screen centre. Every element is a texture, and all the textures of a scene live in one texture array, so all flares of all lights draw in a single instanced pass.
- Occlusion is measured on the GPU: a tiny pass samples the scene depth in a disc around each light and blends the visible fraction over time, so flares fade smoothly as geometry covers the light. No readbacks, no stalls.
- Flares fade at the screen edge and can keep drawing their ghosts while the light is just outside the frame, which is the classic "sun just out of shot" look.
- It renders into its own HDR buffer at a configurable fraction of the scene resolution and is added before tone mapping, so it stays independent of TAA, depth of field and bloom.
- Works on WebGL2 and WebGPU.
The element textures in the example are generated rather than painted: the starbursts are the FFT of a polygonal aperture, so an 8-blade aperture gives you an 8-arm burst with physically plausible fringes, averaged over wavelengths the way white light does it. The whole set ships with the engine examples under MIT.
Video attached. Happy to answer questions about the approach.
7 points
Mentions
Major SuperSplat release: follow creators, new home page and search, and enhanced XR Hi r/GaussianSplatting! We've just shipped a massive SuperSplat update, and this one is mostly about superspl.at itself rather than the editor. Follow creators You can now follow creators from their profile, from one of their scenes or from the profile card that pops up when you hover over a name in the comments. Their new splats show up in a Following tab on the home page, and your follower count shows on your profile. Notifications There's a notification bell in the top bar for comments, likes and new followers on your splats. The old emails were noisy, so comments are now bundled into one email, and likes and followers go into a daily summary. You can choose what you get in your notification settings. New home page and search The home page now has a Spotlight row (walkable worlds, free downloads, best of the week, all-time greats) above Trending, Latest and Following tabs. There's also a dedicated search page with Walkable and Downloadable filters, a time period from the past day to all time, and sorting by views, likes, date or size. XR - Two-handed manipulation: squeeze both grips (or make fists with hand tracking) to drag, rotate and scale the whole scene, anywhere from 0.25x to 4x. - Much faster on Quest: up to 1M splats, fixed foveation and a 72 Hz target. A large streamed scene on a Quest 3 went from 9.7 fps to 30.7 fps, or 40.3 fps with Quality set to Performance. - AR hides the skybox, so the scene sits in your passthrough view. - Sessions start facing the same way as the camera. - Post effects and tone mapping now carry into XR. - In XR, detail level is picked by distance only, so looking over your shoulder doesn't reveal low-detail splats. - Apple Vision Pro runs XR on WebGPU in Safari. Heads-up for Quest users: SuperSplat renders with WebGPU by default, but XR on Quest currently needs WebGL. The first time you tap VR, the viewer offers to reload with WebGL. Press OK, then tap VR again. Other bits - Splat counts on every scene page - A timeline in SuperSplat Studio (press T) - Uploads that take longer than 20 minutes no longer fail, .spz and XGRIDS LCC2 uploads are supported, and scenes over 40M splats get LODs automatically - SplatTransform has a new --camera-track option that renders a camera animation from a SuperSplat project to image frames, with depth of field and motion blur (guide) Everything is open source under MIT: SuperSplat Editor, SuperSplat Viewer, SplatTransform and the PlayCanvas Engine. Full write-up: blog.playcanvas.com Join the SuperSplat community today on Discord: discord.com We'd love feedback, especially from anyone trying the XR mode on a headset. And who should everyone be following? Drop your favorite profile below. 👇
SteadySplat works so well that it should be the new standard... If you want quick integration of SteadySplat rendering, you can try this draft playcanvas PR. engine#9819 If you just need a quick web demo, try our slop viewer (change the renderer under settings): splatview.github.io
hmm playcanvas/engine guess that wasnt an original idea
PlayCanvas now has a dynamic sky: day/night cycle, volumetric clouds and lighting that follows the sky (WebGPU + WebGL2) We just added DynamicSkyEffect to the PlayCanvas engine - a camera frame effect that takes over the sky of a camera and renders a full day and night cycle. The video is the new example: a small tropical island, with the time of day animated. What it does - Atmosphere - an analytic daylight model, balanced against the sun light, so the sky and the sunlit ground end up at a similar brightness and a single exposure works for both. One sunIntensity sets the brightness of the whole day. - Night - a twilight glow, stars and the moon, with the moonlight taking over from the sun. - Clouds - either a cheap flat layer, or volumetric clouds ray marched through 3D noise and drifting with the wind. The volumetric ones render to their own buffer (at reduced resolution by default) and use blue noise jitter with a small blur, so they stay clean without TAA. - Lighting - the effect generates the environment lighting of the scene from its own sky, and regenerates it as the sun moves, the settings change, or the clouds drift. For an animated time of day it can blend between updates, so reflections on glossy surfaces (like the water) change smoothly instead of stepping. - Sun light - it keeps a directional light in sync with the sun: direction, color and intensity, dimmed by the clouds. Usage is a few lines: const sky = new DynamicSkyEffect(device); sky.light = sun.light; sky.clouds = true; sky.cloudTechnique = CLOUDTECHNIQUE_VOLUMETRIC; cameraFrame.addEffect(sky); // set the sun as your time of day changes sky.elevation = 35; sky.azimuth = 120; It runs on both WebGPU and WebGL2, and it's open source like the rest of the engine. - PR with the details: engine#9765 - Example: engine-9bay4vgd4-playcanvas.vercel.app Happy to answer questions about how it works, and feedback is very welcome.
New in PlayCanvas: a dynamic sky ☀️☁️🌙 Day & night cycle, volumetric clouds drifting with the wind, stars, moon, and scene lighting that follows the sky, all in one CameraFrame effect. Runs on WebGPU and WebGL2. engine#9765 t.co
Lens flares for the PlayCanvas engine: light-driven, texture-based, occluded on the GPU I've been working on a lens flare effect for PlayCanvas's CameraFrame post-processing stack, and it's now up as a PR: engine#9734 How it works: - Each flare follows a light. A directional light gives you the sun, omni lights give a position, and spot lights only flare while the camera is inside their cone. - A flare is a list of elements (glows, irises, halos, bursts, streaks, spectral smudges) placed along the axis from the light through the screen centre. Every element is a texture, and all the textures of a scene live in one texture array, so all flares of all lights draw in a single instanced pass. - Occlusion is measured on the GPU: a tiny pass samples the scene depth in a disc around each light and blends the visible fraction over time, so flares fade smoothly as geometry covers the light. No readbacks, no stalls. - Flares fade at the screen edge and can keep drawing their ghosts while the light is just outside the frame, which is the classic "sun just out of shot" look. - It renders into its own HDR buffer at a configurable fraction of the scene resolution and is added before tone mapping, so it stays independent of TAA, depth of field and bloom. - Works on WebGL2 and WebGPU. The element textures in the example are generated rather than painted: the starbursts are the FFT of a polygonal aperture, so an 8-blade aperture gives you an 8-arm burst with physically plausible fringes, averaged over wavelengths the way white light does it. The whole set ships with the engine examples under MIT. Video attached. Happy to answer questions about the approach.