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

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
🌀
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
🌀

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
🌀

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
🌀
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
🌀

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
🌀
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
🌀

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
🌀
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
🌀

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
🌀
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
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
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
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

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

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

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

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

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

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
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
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
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
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

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
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

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

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

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
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
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
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
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
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
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

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

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

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

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
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

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
Trình Xem Câu Chuyện Instagram là một công cụ dễ sử dụng giúp bạn xem và lưu câu chuyện Instagram, video, ảnh hoặc IGTV một cách bí mật. Với dịch vụ này, bạn có thể tải xuống nội dung và thưởng thức ngoại tuyến bất cứ lúc nào. Nếu bạn tìm thấy điều gì đó thú vị trên Instagram mà bạn muốn xem sau này hoặc muốn xem câu chuyện mà vẫn giữ ẩn danh, Trình Xem của chúng tôi là lựa chọn hoàn hảo. Anonstories cung cấp giải pháp tuyệt vời để giữ kín danh tính của bạn. Instagram ra mắt tính năng Câu Chuyện vào tháng 8 năm 2023, và nhanh chóng được các nền tảng khác áp dụng do định dạng hấp dẫn và nhạy cảm với thời gian. Câu Chuyện cho phép người dùng chia sẻ cập nhật nhanh, bất kể là ảnh, video, hay selfie, được bổ sung với văn bản, emoji, hoặc bộ lọc, và chỉ hiển thị trong 24 giờ. Khoảng thời gian giới hạn này tạo ra mức độ tương tác cao so với các bài đăng thường xuyên. Trong thế giới ngày nay, Câu Chuyện là một trong những cách phổ biến nhất để kết nối và giao tiếp trên mạng xã hội. Tuy nhiên, khi bạn xem một Câu Chuyện, người tạo có thể thấy tên của bạn trong danh sách người xem, điều này có thể gây lo ngại về quyền riêng tư. Nếu bạn muốn duyệt Câu Chuyện mà không bị phát hiện, Anonstories sẽ hữu ích. Nó cho phép bạn xem nội dung công khai trên Instagram mà không tiết lộ danh tính của mình. Chỉ cần nhập tên người dùng của hồ sơ mà bạn tò mò và công cụ này sẽ hiển thị Câu Chuyện mới nhất của họ. Các tính năng của Trình Xem Anonstories: - Duyệt Ẩn Danh: Xem Câu Chuyện mà không xuất hiện trong danh sách người xem. - Không Cần Tài Khoản: Xem nội dung công khai mà không cần đăng ký tài khoản Instagram. - Tải Nội Dung: Lưu bất kỳ nội dung Câu Chuyện nào trực tiếp vào thiết bị của bạn để sử dụng ngoại tuyến. - Xem Highlight: Truy cập các Highlight trên Instagram, ngay cả khi đã qua 24 giờ. - Theo Dõi Đăng Lại: Theo dõi các bài đăng lại hoặc mức độ tương tác trên Câu Chuyện của hồ sơ cá nhân. Hạn chế: - Công cụ này chỉ hoạt động với các tài khoản công khai; các tài khoản riêng tư không thể truy cập. Lợi ích: - Thân thiện với quyền riêng tư: Xem bất kỳ nội dung Instagram nào mà không bị phát hiện. - Đơn giản và dễ dàng: Không cần cài đặt ứng dụng hoặc đăng ký. - Công cụ độc quyền: Tải và quản lý nội dung theo cách mà Instagram không cung cấp.
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Người dùng có thể xem Câu Chuyện công khai chỉ bằng cách nhập tên người dùng—không cần tài khoản.
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