Gaussian Splats in USDZ
One thing from WWDC that I haven't seen many people talking about:
Apple, Pixar, NVIDIA, and Adobe are working on bringing Gaussian Splats into OpenUSD through a new primitive called Particle Fields.
Maybe I'm reading too much into it, but this feels like a pretty big deal.
Up until now, splats have mostly lived in their own world with custom viewers and custom pipelines. Bringing them into USD means scanned environments, meshes, materials, lighting, and metadata can all exist in the same scene description.
As someone who has been experimenting with Gaussian Splats on Vision Pro, this feels like a glimpse of where things are headed.
Less:
"How do I get this splat renderer working?"
More:
"It's just another asset in my USD scene."
USD keeps getting closer to becoming the common language for spatial computing.