Quick question for anyone that may have more technical insight, is Gaussian Splatting the technology that Unreal Engine has been using to have such jaw dropping demos with their new releases?
* Virtualised geometry (Nanite) allowing very detailed models
* Very high quality models and textures from photogrammetry (Megascans)
* Real-time global illumination (Lumen)
Combining these is what allows the very high fidelity demos, as they’re each step changes from the previous techniques in Unreal. Megascans (and the Quixel library) are a big part of the “photorealness” of these demos, because they’re basically literally photos.