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ORGANIZER;CN="Bergstrom, Aaron":mailto:aaron.bergstrom@und.edu
ATTENDEE;ROLE=REQ-PARTICIPANT;PARTSTAT=NEEDS-ACTION;RSVP=TRUE;CN=ai@web3d.o
 rg:mailto:ai@web3d.org
ATTENDEE;ROLE=REQ-PARTICIPANT;PARTSTAT=NEEDS-ACTION;RSVP=TRUE;CN=Anita Have
 le:mailto:anita.havele@web3d.org
ATTENDEE;ROLE=REQ-PARTICIPANT;PARTSTAT=NEEDS-ACTION;RSVP=TRUE;CN=Nicholas P
 olys:mailto:npolys@vt.edu
ATTENDEE;ROLE=REQ-PARTICIPANT;PARTSTAT=NEEDS-ACTION;RSVP=TRUE;CN=Don Brutzm
 an:mailto:don.brutzman@gmail.com
DESCRIPTION;LANGUAGE=en-US:All\,\n\nJust a reminder that we have an AI Work
 ing Group meeting this week.\n\nProbably the last one we’ll have at 6am 
 Pacific.\n\nI will put Gaussian Splats on the agenda again\, Generative AI
 \, and discuss link to the Meta YouTube presentation that was mentioned in
  the MSF AI group today.\n\nMonthly AI Working Group Meeting\nWed\, Dec 17
 th\n6am Pacific – 9am Eastern\nhttps://us02web.zoom.us/j/86225731225?pwd
 =aUh3twfhNUaacXLyJolEof1tsZXSyA.1\n\nAaron\n\n\nFrom: x3d-public <x3d-publ
 ic-bounces@web3d.org> On Behalf Of GPU Group via x3d-public\nSent: Sunday\
 , November 30\, 2025 11:50 AM\nTo: x3d-ai@web3d.org\nCc: GPU Group <gpugro
 up@gmail.com>\; Extensible 3D (X3D) Graphics public discussion <x3d-public
 @web3d.org>\nSubject: Re: [x3d-public] Gaussian splats\n\nHypothesis:  Spl
 at rendering could be done with Proto containing first node Shape\, and wi
 th geometry node PointSet with attrib field containing (31.4.2) FloatVerte
 xAttribute node with 1 float per vertex representing scale \, a Programmab
 leShader to render points as individually scaled 2D rectangles\, a Script 
 node to parse .ply file to PointSet\, and a new node type FileLoader to lo
 ad a .ply file for parsing.\n-Doug\nhttps://www.useblurry.com/blog/anatomy
 -of-a-ply-file\n- shows variant of .ply for gaussian splats\n- John noted 
 Aaron's ply samples don't have spherical harmonic parameters (so a simpler
  shader)\n\nOn Fri\, Nov 28\, 2025 at 10:24 PM Don Brutzman <don.brutzma
 n@gmail.com<mailto:don.brutzman@gmail.com>> wrote:\nJust found several mor
 e interesting references relating to Gaussian splats.\n\n  *   NY Times\, 
 Spatial Journalism: A Field Guide To Gaussian Splatting\n  *   by By A.J. 
 Chavar\, Oscar Durand\, Mint Boonyapanachoti\n  *   December 16\, 2024\n  
 *   Gaussian splatting holds a lot of promise for 3D recreation and spatia
 l storytelling. It’s faster and more photorealistic than photogrammetry\
 , and much easier to process and interact with than neural radiance fields
  — giving journalists and readers the best of both worlds.\n  *   These 
 advantages are due to the novel way that splats reconstruct 3D scenes. In 
 a splat\, people\, places\, and objects are made up of a point cloud defin
 ed by gaussian functions. Each gaussian function is essentially a 2D disc 
 assigned to a point in 3D space with attributes for orientation\, color\, 
 transparency\, and size. When viewed in aggregate\, these coalesce into a 
 3D scene that can very accurately represent certain things that other volu
 metric captures cannot: reflection\, transparency\, fine detail and the qu
 alities of the light in a scene.\n  *   In this guide\, we give an overvie
 w of the practical takeaways we learned exploring exploring gaussian splat
 ting for spatial journalism. We tested a variety of capture and processing
  techniques using a variety of hardware and software\, and found solutions
  on desktop and mobile devices. We also assessed splatting against the ben
 chmarks we typically associate with photogrammetry\, the current standard 
 for 3D recreation.\n  *   https://rd.nytimes.com/projects/gaussian-splatti
 ng-guide\n\n  *   NY Times\, Spatial Journalism:   Pushing the Limits of G
 aussian Splatting for Spatial Storytelling\n  *   By AJ Chavar\, Mint Boon
 yapanchoti\, Juan Cabrera\, Oscar Durand\, Yasmin Elayat\, Claudia Miranda
 \, Kojo Opuni\n  *   December 16\, 2024\n  *   Abstract.   Advancements in
  capturing and rendering 3D scenes have the potential to create spatial st
 ories faster and more easily than has previously been possible. Building o
 ff of our earlier experiments with photogrammetry and neural radiance fiel
 ds (NeRF)\, R&D\, with support from the Graphics Department\, set out to u
 nderstand gaussian splatting and continue to explore the future of photogr
 aphy and 3D media. Modern gaussian splatting caught our eye after "3D Gaus
 sian Splatting for Real-Time Radiance Field Rendering" was named one of th
 e best papers of SIGGRAPH 2023. While photogrammetry is a tried-and-tested
  method\, it’s extremely labor- and compute- intensive\, and it reliably
  fails to reconstruct certain textures and settings. NeRF technology addre
 sses some of these concerns\, but is extremely difficult to deliver these 
 radiance fields to audiences. We wanted to see how splatting fared under s
 imilar circumstances.\n  *   https://rd.nytimes.com/projects/gaussian-spla
 tting\n\n  *   3D Gaussian Splatting for Real-Time Radiance Field Renderin
 g\n  *   SIGGRAPH 2023 (ACM Transactions on Graphics)\n  *   Bernhard Kerb
 l* 1\,2      Georgios Kopanas* 1\,2      Thomas Leimkühler3      George D
 rettakis1\,2\n  *   Abstract.  Radiance Field methods have recently revolu
 tionized novel-view synthesis of scenes captured with multiple photos or v
 ideos. However\, achieving high visual quality still requires neural netwo
 rks that are costly to train and render\, while recent faster methods inev
 itably trade off speed for quality. For unbounded and complete scenes (rat
 her than isolated objects) and 1080p resolution rendering\, no current met
 hod can achieve real-time display rates.\n  *   We introduce three key ele
 ments that allow us to achieve state-of-the-art visual quality while maint
 aining competitive training times and importantly allow high-quality real-
 time (≥ 100 fps) novel-view synthesis at 1080p resolution.\n  *   First\
 , starting from sparse points produced during camera calibration\, we repr
 esent the scene with 3D Gaussians that preserve desirable properties of co
 ntinuous volumetric radiance fields for scene optimization while avoiding 
 unnecessary computation in empty space\; Second\, we perform interleaved o
 ptimization/density control of the 3D Gaussians\, notably optimizing aniso
 tropic covariance to achieve an accurate representation of the scene\; Thi
 rd\, we develop a fast visibility-aware rendering algorithm that supports 
 anisotropic splatting and both accelerates training and allows realtime re
 ndering. We demonstrate state-of-the-art visual quality and real-time rend
 ering on several established datasets.\n  *   https://repo-sam.inria.fr/fu
 ngraph/3d-gaussian-splatting\n\n
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SUMMARY;LANGUAGE=en-US:Monthly X3D-AI Meeting
DTSTART;TZID=Central Standard Time:20251217T080000
DTEND;TZID=Central Standard Time:20251217T090000
CLASS:PUBLIC
PRIORITY:5
DTSTAMP:20251215T223713Z
TRANSP:OPAQUE
STATUS:CONFIRMED
SEQUENCE:1
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