🗒️ 3d-research study notebook on 3D representations EN · IT

Notebook

3D representations, from Zwicker to Gaussian Splatting

Interactive notes to understand (and remember) how 3DGS works: every lesson has manipulable figures — move the sliders, drag things around, train a model in the browser.

How to use — serve the folder over HTTP (the demos use ES modules from CDN): python -m http.server 8010 from the root, then open http://localhost:8010/. An internet connection is required (Three.js and KaTeX come from CDN).

Lessons

Experiments

The research logbook: what we tried on our data, which decisions we made and which paths we abandoned (and why). It is the empirical complement to the lessons — and the shared memory for doing research together: before repeating an attempt, check here first.

Monitored papers

The watchlist: recent papers that could improve our 3D reconstruction pipeline. One entry per paper — what it does, why it matters to us, and what event would change its status. Discarded papers keep their entry (with the reason), so we never re-evaluate from scratch. Mirrored by an index note in the EC Obsidian vault.

3D Graphics

Outside the splatting thread: "classic" real-time graphics, as a tool to see the rendering pipeline. Interactive Three.js scenes where what matters is not just the result, but how the GPU gets there — opening up the G-buffer and its passes.

Demo

The best-so-far 3DGS scene, explorable in the browser: the assets come from S3, the viewer (Spark + three.js) runs entirely in the page.

World models

The learning thread: what a world model actually is and how objective, representation, dataset shape, uncertainty, and training loop determine what it can predict. A research map connecting latent control models, video foundation models, interactive simulators, and the planning systems built on top of them.

Research collabs

Working briefs for conversations with researchers whose methods may connect to our world-model data stack. Each note separates the promising conceptual bridge from what still needs to be demonstrated, and ends with a concrete experiment or interview agenda.

Data streaming

The infrastructure thread: how our dataset reaches a world-model lab's GPU without each researcher rebuilding the plumbing. Where the splatting lessons are about representing scenes, these are about moving them — the network stack, the protocols, and why "stream straight to the GPU over TCP" is the one thing you can't do.

Why this notebook

It was born out of the 3d-viewer work (Potree, the flat renderer, and the 3DGS test on the GPU box): these concepts genuinely matter for deciding how to render and stream our reconstructions. The thesis that ties all the lessons together:

Thesis — in traditional gaussian splatting the Gaussian is a reconstruction filter applied to measured geometry; in 3DGS it is a latent parameter of a generative image model, estimated by gradient descent through a differentiable renderer. Same primitive, two epistemologies: forward rendering vs inverse problem.

The manim/ folder: scene scripts to generate video versions of the animations (instructions in the folder's README).