In my spare time, I explore Gaussian Splatting, which is the next level of point clouds, offering much clearer visuals. I use an open-source tool called ML-Apple-sharp to turn single images into 3D Gaussian Splat environments. These can be used for filming or potentially gaming, depending on PC specifications.
The primary editing tools I use to clean up the splats are LichtFeld Studio and the KIRI Engine plugin for Blender. Below are some examples of my work turning historical photographs into 3D environments. My recreation of the London Tower Bridge was actually featured in an 80lv article, if you’d like to check it out!
 Check Out 3DGS Of 1930s Tower Bridge In London

London Seven Dials Covent Garden 1900

London Regent Street 1930

London Tower Bridge 1930

Yosemite Valley 1800s

I explored Gaussian Splatting further by using Lichtfeld Studio to create large-scale 3D environments. I utilized photogrammetry via Epic Games' RealityScan, which provides the COLMAP data necessary to sync multiple photos of an environment.

I conducted a photogrammetry session at the University of Wrocław, capturing the iconic Fencer Fountain with RealityScan. By processing these photos into COLMAP data, I am creating an expansive 3D environment through Gaussian Splatting in Lichtfeld Studio.

Using third-party drone footage required a complex pre-processing stage. I had to manually verify the connectivity between frames before I could successfully generate a COLMAP database for the Gaussian Splatting pipeline.

After experimenting with Gaussian Splatting, I began investigating a research paper on Triangle Splatting. This method uses a similar logic to Gaussian Splats but generates triangle mesh 'splats' of the environment instead. It’s extraordinary because it creates a more structured mesh, though the process is significantly more complex. The more I practice, the better I understand the workflow. Here are my results.

I reused the COLMAP data from the University of Wrocław project to generate Triangle Splats. By utilizing vertex painting instead of traditional textures, I significantly boosted rendering performance while maintaining the structural integrity of the model.

I conducted a small simulator test in Unreal Engine 5 using Triangle Splats of a tree stump I found in the woods. By using this method, I was able to maintain high fidelity without the typical performance overhead of high-resolution textures.

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