Léo Mallet

3D Artist & Technical Artist

TECHNICAL ART,
RESEARCH &
SYNTHETIC
,
GAUSSIAN SPLATS

Synthetic Data & C4D to COLMAP Exporter

S.1

PIPELINE SPECS

Synthetic Ground-Truth

Custom Python Tooling

Automated C4D Export

VDB to Splat Conversion

Fibonacci Sphere Distribution

TECH STACK

Cinema 4D

Octane Render

Python

COLMAP

Gaussian Splatting

Postshot / Brush

Tooling & Pipeline

S.2

C4D-TO-COLMAP BRIDGE

I developed a proprietary tool that extracts mathematically perfect extrinsic and intrinsic camera data directly from Cinema 4D. By generating synthetic ground-truth datasets, we bypass physical scanning errors entirely, providing Neural algorithms with flawless data for training.

Proprietary Pipeline

Python Tooling

ESTIMATION TO CERTAINTY

Traditional Structure from Motion (SfM) relies on visual cues to estimate camera positions, a process prone to artifacts and 'false transparency' on smooth or repetitive surfaces. COLMAP Bridge replaces estimation with mathematical certainty. By bypassing the calculation phase, it ensures perfect alignment and total reliability, no matter the visual complexity.

Absolute Alignment

Direct-to-Data Workflow

Lab & Research

Lab & Research

S.3

S.3

01. VDB TO GAUSSIAN SPLATS

Gaussian Splatting transforms the complexity of a heavy VDB volume into an ultra-light intelligent particle structure.

Where a classic VDB requires long and expensive rendering calculations, this technology allows an instant and real-time display, while preserving the original finesse and volume.

In summary, you get the beauty of a simulation, allowing you to multiply VDB assets in your scenes.


  • Volumetric Translation

  • Point Cloud Density Control

  • Real-time Performance

02. FIBONACCI SPHERE DISTRIBUTION

The Fibonacci distribution is nature’s "secret recipe" (found in sunflowers or pine cones) for achieving perfect uniformity on a curved surface without creating a rigid grid. It is based on the Golden Angle, mathematically defined in radians.

By applying this constant rotation to each new point, we generate a spiral where each location is located at an almost identical distance from its neighbors, thus avoiding the excessive crowding at the poles that one observes on a classical sphere.


  • Uniform Coverage

  • Algorithmic Sampling

  • Efficiency Optimization

03. SYNTHETIC GROUND-TRUTH

Gaussian Splatting works by comparison: it projects ellipses (splats) and optimizes their position until they perfectly match the original image.

In synthetic mode, the camera arrays and the geometry being generated mathematically (Ground Truth), we eliminate any "friction" for the algorithm.

Optimization no longer has to interpret optical aberrations or motion inaccuracies; it is exclusively dedicated to rendering fidelity.
Perfect sharpness and impeccable quality where an actual capture would leave artifacts and poor reconstruction.


  • Mathematical Certainty

  • Zero-Inference

  • Absolute Ground-Truth

01. VDB TO GAUSSIAN SPLATS

Gaussian Splatting transforms the complexity of a heavy VDB volume into an ultra-light intelligent particle structure.

Where a classic VDB requires long and expensive rendering calculations, this technology allows an instant and real-time display, while preserving the original finesse and volume.

In summary, you get the beauty of a simulation, allowing you to multiply VDB assets in your scenes.


  • Volumetric Translation

  • Point Cloud Density Control

  • Real-time Performance

02. FIBONACCI SPHERE DISTRIBUTION

The Fibonacci distribution is nature’s "secret recipe" (found in sunflowers or pine cones) for achieving perfect uniformity on a curved surface without creating a rigid grid. It is based on the Golden Angle, mathematically defined in radians.

By applying this constant rotation to each new point, we generate a spiral where each location is located at an almost identical distance from its neighbors, thus avoiding the excessive crowding at the poles that one observes on a classical sphere.


  • Uniform Coverage

  • Algorithmic Sampling

  • Efficiency Optimization

03. SYNTHETIC GROUND-TRUTH

Gaussian Splatting works by comparison: it projects ellipses (splats) and optimizes their position until they perfectly match the original image.

In synthetic mode, the camera arrays and the geometry being generated mathematically (Ground Truth), we eliminate any "friction" for the algorithm.

Optimization no longer has to interpret optical aberrations or motion inaccuracies; it is exclusively dedicated to rendering fidelity.
Perfect sharpness and impeccable quality where an actual capture would leave artifacts and poor reconstruction.


  • Mathematical Certainty

  • Zero-Inference

  • Absolute Ground-Truth

READY TO EVOLVE YOUR SPATIAL PIPELINE?

READY TO EVOLVE YOUR SPATIAL PIPELINE?

COLMAP Bridge v1.2

!-- Balsakstudio -->