One player, three generative systems. Every gaussian's position is
generated in your browser each frame — this is not a looping particle effect.
–
⠿operators
off = the points move, the shapes don't
off: K≠0, no map realises it, the mean cannot follow.
on: the radial map with the same det everywhere — same material, realisable.
R linear · G planar · B spherical
off = marginalise instead: no shift, no fade, and the coupling's
variance stays in Σ. The fog IS the un-observed primitive.
one place to stand where the mess is the object
off = marginalise the whole life into one streak along v
Camera
revolutions per second, each axis its own — negative reverses.
X rocks between the poles rather than tumbling: this controller refuses to cross a
pole, and forcing it flips the view 180° in one frame. X also sweeps slower than the
dial says (measured 46% of nominal, smoothly, no stalls) — cause not yet found.
A·sin(2π·rate·t) in camera axes, as a fraction of the orbit distance.
Bound to a band, the slider is the amplitude at full loudness and silence is
completely still. Unbound it is a constant sway. rate 0 = the band pushes the
camera directly, no oscillation.
Gaussian Material Lab
0.00 / 0.00 / 0.000
drag to orbit · scroll to zoom · space to play/pause
drop a .ply / .splat / .spz / .ksplat / .sog / .onnx