Andrey Lebrov has extensive experience in the process of capturing high-quality Gaussian Splats. The goal is to reduce the file size of assets: a splat is a much lighter asset than the same asset described using polygonal geometry. Commercial-grade capture of real-world objects (a set of custom LMI tools for cleaning and animating splats) and automated drone capture for scanning trees in the field: this research forms the foundation of his latest work.

Splats are usually captured from the real world, where neither the subject nor the camera is ever fully cooperative. Synthetic splats are trained instead from rendered 3D scenes. The subject holds perfectly still, coverage is total, and because the pipeline generates the views itself, camera positions are known with absolute precision. Octane, an unbiased spectral renderer, produces those views with real, physically grounded light.

Andrey walks the pipeline end to end, from rendered asset to trained splat, with the rendering distributed across the Render Network. The payoff comes when those light splats are scattered and relit inside Octane Standalone, used as a dedicated scene assembler in the spirit of Clarisse iFX, to build forests at a density impossible with polygons on a single GPU. The talk closes with early experiments in 4D splats (4DGS) and an honest account of where synthetic splats belong in a pipeline today.