Apple’s Persona technology uses Gaussian splatting to create 3D facial scans
Gaussian splatting and rendering pipeline
- Several comments clarify that Gaussian splatting is essentially “smart point clouds”: color (and view-dependent color) attached to points in space.
- It still ends in rasterization, but the practical pipeline and rasterizer differ considerably from traditional triangle-based pipelines.
- View-dependent color and stereoscopic viewing are emphasized as key to realism (specularity, subsurface scattering).
Explainers and examples
- The linked YouTube explainer is widely panned as hype-heavy and content-light; others recommend more technical blog posts instead.
- People point to film/VFX uses (e.g., recreating real-world environments and theme parks) as impressive, non-Apple demonstrations.
- SIGGRAPH work on dynamic 3D Gaussian splatting for video is mentioned as a sign the technique is maturing.
Is Vision Pro telepresence solving a real problem?
- One camp sees ultra-realistic telepresence as over-engineered when webcams already “work,” comparing it to the Segway vs cheap scooters.
- Others argue that life-like presence, cross-talk, and body-language cues are exactly what burned-out video-meeting users want.
- A counterpoint: most people won’t put on a heavy, hair/makeup‑messing headset for marginal gains, especially at Vision Pro prices.
Display resolution analogy debate
- A side-thread compares “serviceable webcams” to “serviceable 1080p monitors.”
- Some say 4K and high DPI bring huge comfort/productivity gains, similar in spirit to higher-fidelity telepresence.
- Others argue that beyond a certain baseline (e.g., 1080p), returns diminish; computing has become incremental, not transformational.
Persona quality and uncanny valley
- Users report a dramatic jump from the beta Personas (“monstrous”) to current ones; one persona even fooled a colleague for a while.
- Smiles and head/eye motion still feel slightly uncanny or “fluid,” but facial-expression capture is surprisingly rich given the simple scan.
Latency and immersion
- Latency is seen as dominated by network physics and Wi‑Fi, similar to Zoom/FaceTime; Persona rendering itself is assumed negligible.
- Some describe persistent “Zoom fatigue” even when they adapt, implying added realism may not fully fix the medium’s cognitive load.
Technical and product limitations
- Commenters highlight that the hard part isn’t building a 3D model from photos but animating it convincingly in real time from limited sensors.
- Vision Pro’s Mac integration is criticized: only one mirrored display is officially supported; power users want multiple virtual monitors.
Use cases and adoption skepticism
- Niche scenarios are imagined: long‑distance relationships, family far away, specialized 3D work, remote collaboration.
- Others doubt mass adoption: VR/AR remains heavy, expensive, and socially “weird,” and may be a solution in search of mainstream demand.