Browser 3D viewer
Keep the splat or scene as a visual-first viewer asset, then optimize loading, framing, and mobile fallback notes.
Gaussian splat cleanup gap page
Prepare Gaussian splats, NeRF-style captures, PLY point clouds, or video-to-3D scene outputs for browser previews, Three.js, Unity, Unreal, WebGPU/WebGL, or playable prototypes by inspecting scale, file weight, scene bounds, collision needs, mesh conversion risk, and export format limits.
Start with a focused brief for Turn Gaussian splats and video-to-3D captures into a game-ready workflow. Choose an example or edit it, then continue in Workspace.
Gaussian splats and video-to-3D captures are strong for visual reconstruction, but they are not automatically game-ready meshes. Treat them as scene capture inputs: preview the PLY, splat, mesh, GLB, OBJ, or packaged output, check scale and scene bounds, decide whether it stays a browser viewer asset or needs mesh conversion, create collision or proxy notes, reduce weight, and export a documented workflow for Web, Three.js, Unity, Unreal, or playable prototype use.
Keep the splat or scene as a visual-first viewer asset, then optimize loading, framing, and mobile fallback notes.
Use the capture as a backdrop or reference, then prepare lighter GLB props when gameplay needs collisions or interaction.
Normalize scale, document conversion limits, and create proxy geometry notes before scene placement.
Use generic stadium, fan-zone, collectible, or product-scene references while avoiding protected team, player, logo, or venue IP unless rights are cleared.
| Splat output problem | Why it blocks playable use | SEELE workflow |
|---|---|---|
| Splat is not a mesh | It may look good in a viewer but lacks reliable collision, navigation, rigging, or editable prop boundaries. | Classify it as viewer backdrop, reference, proxy, or mesh-conversion candidate before export. |
| Scene is too heavy | Large PLY, splat, point-cloud, or texture output slows browser and prototype iteration. | Reduce weight, split assets, and document GLB, PLY, or OBJ handoff limits. |
| Wrong scale or bounds | Unity, Unreal, WebGL, WebGPU, or Three.js placement becomes unreliable. | Normalize bounds, pivot notes, camera framing, and engine_target metadata. |
| Captured IP or real-world marks | Events, venues, logos, products, and likenesses can create rights risk. | Use generic replacement assets or obtain rights before public game, ad, or campaign use. |
Not by default. A Gaussian splat can be useful for visual reconstruction or browser viewing, but gameplay use often needs mesh conversion, collision proxies, scale review, optimization, and manual engine testing.
Do not assume that. This page positions SEELE as an editor-first workflow for inspecting exported splat, PLY, mesh, GLB, OBJ, or packaged scene outputs and documenting the safest next step.
Check the actual export package first. PLY and splat formats are common for reconstruction viewers; GLB or OBJ may be needed for mesh handoff, but conversion quality and material behavior must be reviewed.
Yes, for generic stadium, mascot, collectible, product-viewer, or fan-zone workflows. Do not use protected team, player, venue, product, logo, or likeness assets unless you have rights.