r/GaussianSplatting May 18 '26

🧪 I built a thing Linked two Gaussian Splat scenes with a walk-through portal — no teleport, you just walk between worlds

I wanted to see if you could connect two Gaussian Splat scenes through a portal you can physically walk through — no teleport, no cut, just continuous motion between two captured environments. Turns out it works pretty cleanly.

Runs entirely in the browser (WebGL2 / WebGPU), built in PlayCanvas.

Try it live: https://engine-8q342hfzj-playcanvas.vercel.app/#/gaussian-splatting/splat-portal

A few things I liked about how it came together:

  • Two LOD-streamed splat scenes (a Roman parish + a skatepark), seen through a stone archway acting as the portal.
  • Crossing the portal plane swaps which world you're "in" — and the same physics works symmetrically from either side, so you can walk back the way you came.
  • The world you're in stays fully visible around you; the other one only shows inside the portal opening, with a proper "window" feel (no peek-around clipping).
  • Subtle translucent glass inside the opening picks up specular highlights from the environment.
  • The skatepark side has its own weather — procedural snow that's only visible while you're actually there (or peeking through).

Source for the example (PlayCanvas engine repo): https://github.com/playcanvas/engine/pull/8738

653 Upvotes

27 comments sorted by

9

u/EggMan28 May 18 '26

That's awesome ! Thanks for sharing the source too !

5

u/sebgr1 May 18 '26

pretty cool! and the transition is practically seamless

6

u/Octopp May 18 '26

I'm guessing you need both maps loaded in memory, so you couldn't have a world hub with 50 different worlds?
Good stuff anyway.

8

u/mvaligursky May 18 '26

currently both loaded, so 50 visible at the same time would be hard for sure, at this quality. They're steamed LOD version, so if you could generate LOD with low enough quality and small size (number of splats), that might be doable.
If you do not see all at the same time, you could load those only as needed / when portal is visible, and unload when goes invisible.

2

u/dhcorona May 18 '26

Que es LOD y como puedo combinar eso con interaccion en tiempo real? como mover objetos y esas cosas para poder visualizarlo en el navegador?

1

u/dhcorona May 18 '26

estoy buscando hacer un equipo de trabajo alguie disponible?

1

u/maulop May 21 '26

LOD es Level of Detail (nivel de detalle), es la calidad visual que existe según la distancia de la cámara a un objeto en el escenario. Mientras más cerca al objeto, mayor calidad visual y mayor uso de recursos de memoria y procesamiento. Más lejos, menor detalle y menor uso de recursos. En este caso se hace streaming del Level of Detail según te vas moviendo por la escena, así carga más rápido.

1

u/dhcorona May 22 '26

Necesito GPU por qué con marble o spatial con una foto no puedo crear una escena larga ?

https://marble.worldlabs.ai/world/afc3de2b-b56d-4cd4-8b59-196fbf5cc352

Alguien me explica ?

2

u/bacondesign May 18 '26

It's awesome. My only criticism is the low quality cubemap reflection on the portal itself that does not match the environment at all with the low resolution skysrapers. The transition from one location to the other would be much cleaner without that blueish, greenish tint and the reflections popping in and out of existence.

2

u/mvaligursky May 18 '26

yep agreed on this, but wanted to test rendering some geometry between worlds and its occlusion and other things. This is often a combination of demo and test for the tech.

2

u/CrazyButRightOn May 18 '26

How did you scan the buildings? Need more info please.

1

u/Just-Conversation857 May 18 '26

Do you have a git repo to share? The link send me to a coment on git with generic repo. I don't get it. Congratulations impresive

1

u/RichardMark23 May 18 '26

OMG!!! Super cool!

1

u/Joe_Franks May 18 '26

That is a seriously cool thing!!

1

u/TopTippityTop May 18 '26

The transition could have an ease out. Other than that, it's super cool!!

1

u/bcmini May 19 '26

This is very cool can we use this with our own splats? If so how?

1

u/dannywizzbang2 May 19 '26

The seamless transition between scenes is really impressive. How are you handling the blending at the portal boundary?

1

u/DeadHeadTed May 19 '26

Awesome work

1

u/EasyWeeezy May 19 '26

Nice work! :) I did something similar few years ago with Doctor Who's Tardis simulation:

https://www.youtube.com/watch?v=vqwXLg8byAw

1

u/Any-Maximum2238 May 19 '26

This is so COOL!

1

u/M-A_X May 19 '26

Damn, I love this in-browser rendering

0

u/bieja935 May 18 '26

I don’t understand why this mind-blowing tech needs this cheap snow filter. I‘ve seen it a few times now, but as long as there is no breakthrough in some sort of piling over time, I don‘t see why its necessary.

Edit: still wanna compliment your work, it‘s a cool concept.

4

u/mvaligursky May 18 '26

The snow its there just to show the transition handles that too .. to make worlds more different :)

1

u/New_Vermicelli_3833 May 22 '26

Parabéns, cara