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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


Ver Historias de Instagram en Secreto

El Instagram Story Viewer es una herramienta sencilla que te permite ver y guardar en secreto historias, videos, fotos o IGTV de Instagram. Con este servicio, puedes descargar contenido y disfrutarlo sin conexión cuando lo desees. Si encuentras algo interesante en Instagram que quieras revisar más tarde o si prefieres ver historias de forma anónima, nuestro visor es perfecto para ti. Anonstories ofrece una excelente solución para mantener tu identidad oculta. Instagram lanzó la función de Historias en agosto de 2023, adoptada rápidamente por otras plataformas debido a su formato dinámico y temporal. Las Historias permiten a los usuarios compartir actualizaciones rápidas, como fotos, videos o selfies, mejoradas con texto, emojis o filtros, y son visibles por solo 24 horas. Este marco de tiempo limitado genera un alto compromiso en comparación con las publicaciones regulares. En el mundo actual, las Historias son una de las formas más populares de conectar y comunicarse en redes sociales. Sin embargo, al ver una Historia, el creador puede ver tu nombre en su lista de visualizaciones, lo cual puede ser una preocupación de privacidad. ¿Qué hacer si deseas explorar Historias sin ser detectado? Aquí es donde Anonstories resulta útil. Te permite ver contenido público de Instagram sin revelar tu identidad. Simplemente ingresa el nombre de usuario del perfil que te interesa, y la herramienta mostrará sus Historias más recientes. Funciones de Anonstories Viewer: - Navegación anónima: Mira Historias sin aparecer en la lista de visualizaciones. - Sin cuenta requerida: Ve contenido público sin necesidad de registrarte en Instagram. - Descarga de contenido: Guarda cualquier Historia directamente en tu dispositivo para usarla sin conexión. - Ver Destacados: Accede a Destacados de Instagram, incluso fuera del período de 24 horas. - Monitoreo de reposts: Rastrea reposts o niveles de compromiso en Historias de perfiles personales. Limitaciones: - Esta herramienta solo funciona con cuentas públicas; las cuentas privadas permanecen inaccesibles. Beneficios: - Amigable con la privacidad: Mira cualquier contenido de Instagram sin ser detectado. - Fácil y sencillo: Sin instalación de aplicaciones ni registro necesario. - Herramientas exclusivas: Descarga y gestiona contenido de formas que Instagram no ofrece.