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nmimo.studio

Nicolas Mimault

Artist-designer
XR · Light ·
// @oye_label @vrtx_light 🥷🏴‍☠️
Residency: @le_sample_bagnolet

84
posts
2.3K
followers
1.5K
following

Back @fatamorganafestival 2025!
I was able to present for the first time, on a large cliff, a contemplative art installation that I have been working on for several months.
My work focuses on laser lenses that generate infinite diffractions thanks to patterns and colors that evolve in a progressive and random manner.
I will soon have the opportunity to give you more details about this project, for which I am currently unable to choose a name ⚡

🎥 @h.nouneyes

#mapping #lasershow #lightart #vjing


3
6
7 months ago


Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago


Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

Retour sur la collaboration entre le festival @beton_lehavre et le collectif @vrtx_light qui a réalisé la scénographie du concert @fipradio 360 à l'église Saint Joseph.

Un événement unique dans un cadre exceptionnel, où la lumière et les lasers ont sublimé l'édifice brutaliste et la musique de @superpoze_

En récompense, une magnifique captation d'une heure tout en douceur, réalisée par @celidjah et @emiledarvesblanc et disponible sur @france.tv

Team Vortex : @nicomimault & @gabriellefrom51

Direction artistique : @antoine_mollet_
Direction technique : @leondinow
Direction de projet : @brobrooooooo, @fantin_
Direction de production: @manon_something

Images : @mickaelliblin & @jb.gagnere

🌀


196
10
5 months ago

How to Create a Video Game with Gaussian Splatting
I recently bought an Insta360 camera and decided to recreate the Père Lachaise Cemetery in 3D. Here's the workflow I used:
-Export the 360 footage frames at 5fps.
-Use a script to convert the footage into planar images (panorama to planar projection _ GitHub Maxviper)
-Align the cameras in Reality Capture to save time.
-Import everything into Postshot to generate the Gaussians (pay attention to the splat count!).
-Import the Gaussian data into Unreal Engine (I’m using XD3VGS).
-Add visual effects and lighting.
-Refine your design

#GameDevelopment #GaussianSplatting #RealityCapture #Photogrammetry #360Camera @insta360


3
35
1 years ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago


Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago

Port-Blanc, Penvénan, the Rocher du Voleur.
A coastal cliff reconstructed with Gaussian Splatting.
The algorithm keeps what the camera walked close to: rock, path, grass. The sea dissolves. Too much movement, too much distance.
Looking toward the water from the edge of the scene, the sea becomes particles.
Walking through the reconstruction reveals its limits.

1 — Traveling through the reconstructed scene
2 — Gaussian Splatting training | PostShot
3 — 360° capture extract | Insta360 X4
4 — Scene capture — coastal rocks, Rocher du Voleur
5 — Scene capture — rocks & sea
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract
9 — Abstract capture — sea surface
10 — Radiance field — low angle, rock & horizon
11 — Abstract capture — from “underwater”

Training
Method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d’Armor, Bretagne
Interaction

#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @touchdesigner @epicgames​​​​​​​​​​​​​​​​


3
2
1 months ago


Finally spring! Walking the coastal path above Port-Blanc, Insta360 X4 in hand, a 360° capture reconstructed into a navigable 3D scene using Gaussian Splatting, rendered in real time inside a game engine.

As the avatar moves through the scene, it reveals the structure of the reconstruction, splats as space pixels: the raw material of the archive.

The horizon cannot be captured. Too far, the distance becomes noise. Gaussian Splatting keeps what the camera walked close to: rock, path, grass. The sea dissolves.

Training method: Gaussian Splatting (PostShot)
Images: 1,020
Aligned: 785 (RealityCapture)
Splats: 1.6M
Capture duration: 4:47 min
360 POV frames: 277
Location: Port-Blanc, Penvénan, Côtes-d'Armor, Bretagne
Interaction
Player: Unreal Engine
Particle forces: TouchDesigner: MIDI > OSC
#gamedev #unrealengine #gaussiansplatting #3dgs #touchdesigner @unrealengine @touchdesigner @epicgames


3
1
1 months ago

Two ways of inhabiting this mountain reconstructed space. Switching between third-person and first-person inside another Gaussian Splatting reproduction.
Part of an ongoing research on how navigation transforms our relationship to reconstructed spaces and memory.

Interaction
Player interaction: Unreal Engine — XV3DGS plugin
Particle system forces configurable via TouchDesigner — MIDI to OSC

Training
Method: Gaussian Splatting (PostShot)
Images: 745
Splats: 1.7M
Iterations: 148k

Camera: Insta360 X4
Projection: equirectangular
Capture duration: 1:33 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

Music: Amon Tobin — Yasawas
#gaussiansplatting #3dgs #unrealengine #touchdesigner #gamedev @unrealengine @epicgames @touchdesigner


3
2
1 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

Ghost-like traces in the reconstructed scene. Skiers moving ahead on the trail create artifacts that reveal the limits of what the algorithm can reconstruct from a moving elements in the dataset.
Single-path capture on skis, camera swung left to right on a pole, a gesture to broaden the viewpoint. This pendular motion introduces lateral variation into the dataset, but also instability inherent to the device: motion blur, rapid angle changes, partial reconstruction of the surroundings.

1 — Training timelapse × 20 | Gaussian Splatting (PostShot) — 48k iterations
2 — Traveling through the reconstructed scene | SuperSplat Render
3 — Ghost artifacts — skiers ahead on the trail | viewpoint-dependent reconstruction
4 — Raw 360° capture extract | Insta360 X4, equirectangular, swing motion
5 — Distant valley — reconstruction instability | out of focus
6 — Radiance field frontier — lateral view
7 — Radiance field — top view, abstract capture

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture — 898 aligned images

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

#gaussiansplatting #3dgs #unrealengine #radiancefield #skiing #frenchalps #touchdesigner #volumetriccapture


3
2 months ago

As the avatar moves through the scene, it reveals the very structure of the archive: splats scatter at its passage, exposing the unstable and constructed nature of volumetric reconstruction, like a memory we struggle to hold onto.
Skiing through an open mountain landscape, camera swung left to right on a pole, the reconstruction captures only what a single moving path can see.

Training
Method: Gaussian Splatting (PostShot)
Images: 962
Splats: 1.6M
Iterations: 48k
Alignment: RealityCapture (898 aligned images)

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 2:00 min
Location: Orcières Merlette, Hautes-Alpes, French Alps

Interaction
Player interaction: Unreal Engine
Particle system forces controlled via TouchDesigner: MIDI > OSC

Music: John Lemke — Vessel
#gamedev #unrealengine #gaussiansplatting #3dgs #touchdesigner @unrealengine @touchdesigner @epicgames


3
8
2 months ago

A real place reconstructed with particles using Gaussian Splatting.

Running destabilizes the landscape, while walking allows it to recombine.
A small interactive experiment to reflect on our relationship with environments.

The setup explores a simple idea: our gestures transform the environments we inhabit. Through interaction, it invites reflection on how we co-inhabit the world.

-

Interaction
Unreal Engine 5.3 TouchDesigner

Training
Method: Gaussian Splatting (PostShot)
Images: 483
Splats: 1.9M
Iterations: 35.1k
Alignment: RealityCapture (373 aligned images)

Processing
Post-clean: none

Capture
Camera: Insta360 X4
Projection: equirectangular
Capture duration: 1 min
Frame extraction: 1 fps
Location: M'Hamid El Ghizlane, Morocco — Gateway to the Sahara

#gamedev #unrealengine #gaussiansplatting #3dgs #touchdesigner @unrealengine @touchdesigner @epicgames


3
14
2 months ago

Out of frame.
Gaussian Splatting reconstructs a place from a calculated viewpoint. Outside the intended zone, another structure appears: a field of particles arranged to simulate depth and parallax.

What the algorithm fails to represent reveals how it works.

music: Ryuichi Sakamoto - "disintegration" (from "async")

#gaussiansplatting #3DGS #gamedev #unrealengine #touchdesigner @epicgames @unrealengine @touchdesigner


3
2 months ago

Drifting through a reconstructed Kasbah alley.
As the camera moves, the space deforms and begins to reveal its underlying structure.

Part of an ongoing research on navigable real-world reconstructions.

Music: Morning – Alva Noto & Ryuichi Sakamoto

#3dgs #gaussiansplatting


3
2 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago

Kasbah Oulad Othmane — Drâa Valley | Morocco

For this render, the capture was limited to a single back-and-forth path within a narrow Kasbah alley.
This highlights reconstruction instabilities, revealing viewpoint-dependent artifacts, including an unintended self-reconstruction, where my head becomes embedded in the scene geometry depending on camera position.

1 — Traveling environment (Unreal Engine)
2 — Gaussian Splatting training (PostShot)
Images: 597 | Splats: 2.0M | Iterations: 60k | Images aligned: 572 (RealityCapture)
3 — PostShot capture
Post-clean: none
4 — Radiance field frontier
5 — Accidental autoportrait
(Raw dataset image)
6 — Abstract capture
Top view | Out of field of interest
7 — Capture
Insta360 X4 | Projection: equirectangular | Capture duration: 1:06 min | Outdoor / desert
8 — Abstract capture
Bottom view


3
3 months ago


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