Research · Thread 09
Training 3D Gaussian Splats on planetary bodies nobody has fully photographed.
3D Gaussian Splatting assumes what every other reconstruction method assumes: full camera coverage of a real object, trained from photographs taken from many known or estimated angles. A planet breaks that assumption twice over, partial imagery only, and no photographs at all of its dark side. Splatlas answers it by applying 3DGS past its usual capture-based use case: known-pose Blender renders of open NASA and USGS elevation and imagery data stand in for missing photography, skipping structure-from-motion entirely, and the splats are emission-baked, lit per body rather than depending on captured lighting, so the reconstruction reads correctly from any angle, including ones with no source photo behind them.
Implementation
Ordinary 3DGS training solves for camera pose from a set of photos with unknown positions. Satellite imagery is not a photoset like that, so the pipeline displaces a UV sphere by the real elevation model where one exists and renders 150 to 300 views from cameras whose position is already known by construction, skipping structure-from-motion and making training tractable on one GPU instead of a cluster.
Shipped
The gas giants have no solid surface to survey and no ground-truth photo the way Earth has. Rather than fall back to a textured sphere for them, they are built as emission-baked splats from open colour maps, rendered through the same real-time pipeline as the captured worlds, one renderer, one performance profile, for every body.
Shipped
The Sun to Neptune as navigable splats with real orbits and a date scrubber, all real-time in the browser: positions move against real orbital mechanics rather than a looping animation.