高斯飞溅 – A$AP Rocky 直升机音乐录影带
Gaussian Splatting – A$AP Rocky "Helicopter" music video

原始链接: https://radiancefields.com/a-ap-rocky-releases-helicopter-music-video-featuring-gaussian-splatting

A$AP Rocky的新歌《直升机》音乐录影带是视觉特效领域的重大成就,大量使用了体积捕捉和动态高斯飞溅技术——这项技术能够对真实表演进行极其灵活的后期制作处理。导演丹·斯特雷特设想了一个具有彻底创作自由度的视频,而这只有通过以3D方式捕捉表演者,而不是传统拍摄才能实现。 团队,包括Evercoast、Grin Machine和WildCapture,使用了一个56摄像头系统记录了Rocky和舞者表演特技和编舞超过10TB的数据。然后,这些数据被转化为“飞溅”——动态3D表现形式——从而实现重新布光、在拍摄*之后*重新定位摄像机,以及无缝集成超现实元素。 至关重要的是,屏幕上看到的一切都是*真实*的表演,而非AI生成的。这项技术在打破传统电影制作限制的同时,保留了真实的动作。这延续了A$AP Rocky之前在《Shittin’ Me》视频中使用辐射场的技术,代表着在大型音乐作品中使用这项技术的重大进步,并模糊了现实与数字艺术之间的界限。

A$AP Rocky的新音乐录影带因其创新地运用“高斯飞溅”(Gaussian Splatting)技术——一种创建逼真3D场景的技术——而在Hacker News上引发讨论。 录影带采用了一种流程,即扫描演员生成3D点云,然后使用NeRF技术填充细节进行渲染。 用户对视觉效果印象深刻,并指出其独特的审美风格让人联想到较早期的Unreal Engine渲染效果。 这种方法的主要优势在于后期制作的灵活性增加;场景可以轻松编辑、重新布光和修改,而不会牺牲保真度。 虽然需要大量资源(30分钟的素材可能需要高达10TB的数据),但合成过程更快,并且数据可以有效地存储在云端。 一些人推测这可能代表着电影制作的未来,将高斯飞溅技术用于真人演员,并结合传统的绿幕技术用于其他元素。
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原文

Believe it or not, A$AP Rocky is a huge fan of radiance fields.

Yesterday, when A$AP Rocky released the music video for Helicopter, many viewers focused on the chaos, the motion, and the unmistakable early MTV energy of the piece. What’s easier to miss, unless you know what you’re looking at, is that nearly every human performance in the video was captured volumetrically and rendered as dynamic splats.

I spoke with Evercoast, the team responsible for capturing the performances, as well as Chris Rutledge, the project’s CG Supervisor at Grin Machine, and Wilfred Driscoll of WildCapture and Fitsū.ai, to understand how Helicopter came together and why this project represents one of the most ambitious real world deployments of dynamic gaussian splatting in a major music release to date.

The decision to shoot Helicopter volumetrically wasn’t driven by technology for technology’s sake. According to the team, the director Dan Strait approached the project in July with a clear creative goal to capture human performance in a way that would allow radical freedom in post-production. This would have been either impractical or prohibitively expensive using conventional filming and VFX pipelines.

Chris told me he’d been tracking volumetric performance capture for years, fascinated by emerging techniques that could enable visuals that simply weren’t possible before. Two years ago, he began pitching the idea to directors in his circle, including Dan, as a “someday” workflow. When Dan came back this summer and said he wanted to use volumetric capture for the entire video, the proliferation of gaussian splatting enabled them to take it on.

The aesthetic leans heavily into kinetic motion. Dancers colliding, bodies suspended in midair, chaotic fight scenes, and performers interacting with props that later dissolve into something else entirely. Every punch, slam, pull-up, and fall you see was physically performed and captured in 3D.

Almost every human figure in the video, including Rocky himself, was recorded volumetrically using Evercoast’s system. It’s all real performance, preserved spatially.

This is not the first time that A$AP Rocky has featured a radiance field in one of his music videos. The 2023 music video for Shittin’ Me featured several NeRFs and even the GUI for Instant-NGP, which you can spot throughout the piece.

The primary shoot for Helicopter took place in August in Los Angeles. Evercoast deployed a 56 camera RGB-D array, synchronized across two Dell workstations. Performers were suspended from wires, hanging upside down, doing pull-ups on ceiling-mounted bars, swinging props, and performing stunts, all inside the capture volume.

Scenes that appear surreal in the final video were, in reality, grounded in very physical setups, such as wooden planks standing in for helicopter blades, real wire rigs, and real props. The volumetric data allowed those elements to be removed, recomposed, or entirely recontextualized later without losing the authenticity of the human motion.

Over the course of the shoot, Evercoast recorded more than 10 terabytes of raw data, ultimately rendering roughly 30 minutes of final splatted footage, exported as PLY sequences totaling around one terabyte.

That data was then brought into Houdini, where the post production team used CG Nomads GSOPs for manipulation and sequencing, and OTOY’s OctaneRender for final rendering. Thanks to this combination, the production team was also able to relight the splats.

One of the more powerful aspects of the workflow was Evercoast’s ability to preview volumetric captures at multiple stages. The director could see live spatial feedback on set, generate quick mesh based previews seconds after a take, and later review fully rendered splats through Evercoast’s web player before downloading massive PLY sequences for Houdini.

In practice, this meant creative decisions could be made rapidly and cheaply, without committing to heavy downstream processing until the team knew exactly what they wanted. It’s a workflow that more closely resembles simulation than traditional filming.

Chris also discovered that Octane’s Houdini integration had matured, and that Octane’s early splat support was far enough along to enable relighting. According to the team, the ability to relight splats, introduce shadowing, and achieve a more dimensional “3D video” look was a major reason the final aesthetic lands the way it does.

The team also used Blender heavily for layout and previs, converting splat sequences into lightweight proxy caches for scene planning. Wilfred described how WildCapture’s internal tooling was used selectively to introduce temporal consistency. In his words, the team derived primitive pose estimation skeletons that could be used to transfer motion, support collision setups, and allow Houdini’s simulation toolset to handle rigid body, soft body, and more physically grounded interactions.

One recurring reaction to the video has been confusion. Viewers assume the imagery is AI-generated. According to Evercoast, that couldn’t be further from the truth. Every stunt, every swing, every fall was physically performed and captured in real space. What makes it feel synthetic is the freedom volumetric capture affords. You aren’t limited by the camera’s composition. You have free rein to explore, reposition cameras after the fact, break spatial continuity, and recombine performances in ways that 2D simply can’t.

In other words, radiance field technology isn’t replacing reality. It’s preserving everything.

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