SplatsThe evolution of media, in brief
RSS
🔬Research🏢Industry🧰Tools📷Hardware🎨Culture

1 big thing

A free-flyer rebuilt the ISS interior from photos it took five years ago

Three grayscale novel views of the International Space Station's Kibō module — a stowage corridor, an airlock hatch and a crew workstation — above their corresponding rainbow-coloured depth maps

Figure: Kim et al., UC Berkeley / NASA Ames / Caltech · Research

Priya Raghunathan

Priya Raghunathan

2 hours ago-Research

Hudson Kim of UC Berkeley, Ryan Soussan and Brian Coltin of the Intelligent Robotics Group at NASA Ames, and Jordan Kam of Caltech have published what they believe is the first 3D Gaussian splatting reconstruction of the International Space Station — built entirely from grayscale navigation images an Astrobee free-flying robot already collected in April 2021.

Why it matters: The inside of the ISS changes constantly. Cargo arrives and is stowed, payloads are swapped, cables get rerouted, equipment migrates. The reference model ground controllers work from is a static CAD file, which is accurate about what the station was designed to be and silent about where anything currently is.

That gap is the whole argument for this paper. Astrobee has been flying inside the station since 2019 doing inspection and research tasks, and its front-facing navigation camera has already produced a large open dataset. If that existing imagery is enough to build a photorealistic, freely explorable model, then updating the map becomes a thing the station can do to itself during downtime rather than a project.

Two rows comparing quarter-resolution renders: ground truth, baseline and filtered renders that look near-identical, followed by squared-error maps in which the baseline's error traces a bright outline around each figure and the filtered version is almost entirely black

Their filter gained 12 dB and the pictures look the same

6 hours ago

The PCD Splatter product image: angled panels showing an industrial site progressing from a sparse monochrome point cloud through densified grey splats to a fully coloured splat reconstruction of pipework and gantries

Three Blender splat add-ons landed in two days, each one routing around COLMAP

9 hours ago

A grid of five video frames across ten seconds for four models, showing a cat carrying a fish along a beach; the two reward-trained baselines barely change between frames while the bottom row keeps running

The reward paid out highest when the video stopped moving

4 days ago

A bass player stands at the centre of a ring of generated camera views, with a phone at lower left labelled casually captured monocular video and the surrounding frames labelled generated multiview videos

One handheld video is now enough to rebuild a person in 4D

4 days ago

Theo Lindqvist

Theo Lindqvist

4 days ago-Tools

Nuke shipped the version where splats move

The Nuke logo and the version number 17.1 set over a misty mountain landscape with a large circular structure on the valley floor

Foundry released Nuke 17.1 on Thursday, and the gaussian-splat toolset it introduced in 17.0 now handles time: GeoSequencer ingests a sequence of .ply, .splat, .usd or .usdc files and writes it back out as a single time-sampled .usdc, and SplatRender will light a splat scene using the Direct, Point and Spot lights already sitting in Nuke's 3D system.

Why it matters: Nuke 17.0 gave splats a node graph, a renderer and a place in the comp. What it did not give them was a clock. A splat that cannot be animated is a very expensive matte painting, which is fine for a locked-off plate and useless for most of the shots anyone is actually paid to finish.

Go deeper (2 min. read) ⟶
Wen Jiang

Wen Jiang

6 days ago-Research

A ray tracer just outran gaussian splatting by 2.8×

A woodland scene rendered with shallow depth of field, overlaid with a camera ray passing through pale blue Voronoi cells, with a circular fisheye rendering of the same scene inset at lower right

Bernardo Taveira and colleagues at Chalmers University of Technology and Zenseact have built VoroTracing, a differentiable renderer that traces camera rays cell by cell through a Voronoi tessellation and reaches 623 frames per second on Mip-NeRF 360 — 2.8× the throughput of 3D Gaussian Splatting and 3.2× that of the fastest previous ray-based method.

Why it matters: Rasterisation is fast because it assumes a pinhole camera. Anything that breaks that assumption — barrel distortion, a rolling shutter, motion blur, a shallow depth of field — has to be bolted on as a special case, and each one is its own engineering project.

Go deeper (3 min. read) ⟶
Priya Raghunathan

Priya Raghunathan

6 days ago-Research

The robot forgot which drawer it used

Six frames of a robot arm and a two-drawer cabinet in two rows, the upper row marked with a red cross for a policy without memory and the lower row with a red tick for one with memory

Zhiqiang Hu, Shouren Huang and Masatoshi Ishikawa at Tokyo University of Science have built GaussMemory, which swaps the 2D token buffers that vision-language-action models normally use for a persistent 3D gaussian scene memory — and trains the policy to work out which gaussians are worth tracking carefully.

The problem: Put an apple in one of two identical drawers. Close it. Go and do something else. Come back and retrieve the apple.

Go deeper (3 min. read) ⟶
Yusuf Demirci

Yusuf Demirci

6 days ago-Research

Steal part of a splat and the watermark comes with it

A diagram showing a polar bear model being inserted into a captured park bench scene, with 2D detection returning a red cross and 3D detection highlighting the stolen primitives in red against the thief's scene in blue

Hao Qin and colleagues at Zhejiang University have published NGS-Marker at ICLR 2026, a watermarking scheme that embeds an ownership message into gaussian primitives themselves rather than into the images they render.

Why it matters: A splat is an explicit list of primitives, which is most of what makes it convenient — and it means anyone can open a scene, select a region, and paste it into their own. The paper calls this partial infringement, and the example it opens with is a polar bear lifted out of one capture and dropped onto someone else's park bench.

Go deeper (2 min. read) ⟶
Priya Raghunathan

Priya Raghunathan

Aug 17, 2026-Research

Humanoid robots keep falling over inside gaussian splats

Two reconstructed interiors shown as a photographic render beside three surface-normal visualisations, the first a noisy scribble of colour and the last resolving into clean flat walls and furniture

Quan-Dung Pham and colleagues at VinMotion and the University of Southern California have built HumanoidVLN, a physics-grounded simulator whose environments are drawn partly from gaussian splatting reconstructions of real interiors — and whose headline result is how badly current navigation models cope with having legs.

Why it matters: Vision-language navigation benchmarks have mostly assumed a wheeled robot gliding along a floor plan. A bipedal robot has to stay upright, its camera pitches and rolls with every step, and no two humanoid platforms are shaped alike.

Go deeper (2 min. read) ⟶
Wen Jiang

Wen Jiang

Aug 17, 2026-Research

The levels of a city-scale splat weren't talking to each other

A reconstruction of the Yunjusi pagoda split down the middle, textured on one half and bare mesh on the other, beside two more pagodas and close-ups of carved eaves rendered as surface normals

Wei Zhang and colleagues at Northwestern Polytechnical University and vivo's BlueImage Lab identify a specific failure in how city-scale gaussian splats are built: each level of the octree is optimised in isolation, with no communication between them.

Why it matters: Octree-based anchor splatting is how the field currently scales to whole cities — coarse levels hold building masses, fine levels hold detail. It works, and the artefacts it produces have mostly been treated as the price of scale.

Go deeper (2 min. read) ⟶
View all stories ⟶

The latest

  • Three grayscale novel views of the International Space Station's Kibō module — a stowage corridor, an airlock hatch and a crew workstation — above their corresponding rainbow-coloured depth maps

    A free-flyer rebuilt the ISS interior from photos it took five years ago

  • Two rows comparing quarter-resolution renders: ground truth, baseline and filtered renders that look near-identical, followed by squared-error maps in which the baseline's error traces a bright outline around each figure and the filtered version is almost entirely black

    Their filter gained 12 dB and the pictures look the same

  • The PCD Splatter product image: angled panels showing an industrial site progressing from a sparse monochrome point cloud through densified grey splats to a fully coloured splat reconstruction of pipework and gantries

    Three Blender splat add-ons landed in two days, each one routing around COLMAP

  • A grid of five video frames across ten seconds for four models, showing a cat carrying a fish along a beach; the two reward-trained baselines barely change between frames while the bottom row keeps running

    The reward paid out highest when the video stopped moving

  • A bass player stands at the centre of a ring of generated camera views, with a phone at lower left labelled casually captured monocular video and the surrounding frames labelled generated multiview videos

    One handheld video is now enough to rebuild a person in 4D

  • The Nuke logo and the version number 17.1 set over a misty mountain landscape with a large circular structure on the valley floor

    Nuke shipped the version where splats move

  • A woodland scene rendered with shallow depth of field, overlaid with a camera ray passing through pale blue Voronoi cells, with a circular fisheye rendering of the same scene inset at lower right

    A ray tracer just outran gaussian splatting by 2.8×

  • Six frames of a robot arm and a two-drawer cabinet in two rows, the upper row marked with a red cross for a policy without memory and the lower row with a red tick for one with memory

    The robot forgot which drawer it used

splats

Short daily briefs on the evolution of media — gaussian splats, volumetric video, dome theaters, headsets, and the research underneath.

Newsroom

  • Latest
  • All stories
  • RSS feed
© 2026 Splats · Terms · Privacy