>Gaussian splats are 3d, but currently rendered as 2d cards ordered on centre, not per pixel like they should be.
>So as centres reorder, they "shuffle". This is a showstopper for general adoption in VR
>The solution? Ordering per pixel will solve this, as would stochastic methods which write depth correctly (though those have other problems for VR).
>For it to be viable you need to cull much more aggressively but also can't have any warp divergence when processing samples.
>Unforunately those things are in direct conflict. Paper's renderer is at extreme end of "weak cull, perfect warp convergence".
Apparently need some new Order-Independent Transparency algorithms that handle depth layers.
[1] https://x.com/charshenton/status/1710207169407447396?s=20