Super Bowl LX • Las Vegas
NE
(14-5)
0
SEA
(13-6)
0
1ST
15:00
1st & 10
NE 25
PLAY CLOCK 40
Gaussians: 0
FPS: 0
Camera: Broadcast
Coherence: 1.000
Q1 15:00 Super Bowl LX is underway!
REPLAY
RUVECTOR VWM
How It Works
4D Gaussian Splatting Engine
What You're Seeing
Every object on screen — players, the football, the field, the crowd — is built from thousands of 3D Gaussians: soft, translucent ellipsoids defined by a position, covariance (shape), color, and opacity. Each player alone is composed of 30+ overlapping Gaussians (helmet, visor, shoulder pads, jersey, numbers, legs, cleats, shadows). The full scene renders 4,000+ Gaussians per frame at 60 fps.
4D = 3D + Time
Standard 3D Gaussian Splatting reconstructs static scenes. This engine adds a temporal dimension: each Gaussian carries keyframes that define how its position, shape, color, and opacity evolve over time. Arm swing during a sprint, the spiral rotation of a thrown football, crowd wave motion — all are encoded as continuous temporal interpolations across Gaussian parameters rather than traditional skeletal animation.
Rendering Pipeline
Each frame follows a strict pipeline:
Scene Graph → View-Projection Matrix → Perspective Divide ↓ Depth Sort (back-to-front) → Alpha Composite ↓ Post-Processing: Fog → Vignette → Film Grain → Color Grade
Gaussians are projected from world space into screen space using a perspective projection matrix, then depth-sorted back-to-front for correct transparency. Each Gaussian is drawn as a radial gradient (Canvas2D's closest approximation to a true splatted ellipsoid). A post-processing stack applies atmospheric depth fog, cinematic vignette, photographic film grain, and warm color grading.
Three-Loop Architecture
FAST LOOP (~60 Hz) Render + physics + particle dynamics MEDIUM LOOP (~10 Hz) Coherence gate + play state machine SLOW LOOP (~1 Hz) Game governance + AI play-calling
The fast loop handles rendering, camera interpolation, and particle physics every frame. The medium loop runs a coherence gate that validates world-state self-consistency — are all 22 players accounted for? Is the ball on the correct trajectory? The slow loop governs high-level game logic: selecting formations, calling plays, managing clock and score state.
Play Simulation Engine
Plays are not scripted animations. The engine defines offensive formations (Shotgun, I-Form, Spread) and defensive coverages (Nickel, Cover 3), then simulates route-running, QB dropbacks, handoffs, and tackle detection using distance-based collision and probabilistic outcomes. Each play generates unique player trajectories, yardage, and game-state transitions.
Broadcast Presentation
The HUD replicates an ESPN-style scorebug with real-time quarter, clock, down & distance, possession, and play clock. Five camera modes (Broadcast, End Zone, SkyCam, Follow Ball, Cinematic Dolly) use lerped position smoothing for fluid transitions. Touchdown confetti, turf spray particles, slow-motion replay at 0.25x, and big-play overlays complete the broadcast experience.
Why Gaussians?
Gaussian Splatting has emerged as a breakthrough in neural scene representation. Unlike mesh-based rendering, Gaussians naturally handle transparency, soft edges, and volumetric effects (fog, glow, motion blur) without expensive ray-marching. They compose additively, making it trivial to layer complex appearances from simple primitives. This engine demonstrates that even without GPU shaders, the Gaussian paradigm produces visually rich, physically plausible scenes in real time on a standard Canvas2D surface.
Configuration Settings
Atmospheric Fog
Distance-based depth fade
Vignette
Cinematic edge darkening
Film Grain
Photographic noise overlay
Warm Color Grade
Broadcast-style tint
Particle Effects
Confetti & turf spray
Crowd Density
Gaussian count for spectators
100%
Camera Smoothing
Transition interpolation factor
0.04
Gaussian Quality
Min render size threshold
Game Speed
Simulation time multiplier
1.0x
Auto-Play
Automatically call next play
Auto-Replay
Slow-motion on big plays
Replay Speed
Slow-motion multiplier
0.25x
Play-by-Play Feed
Show commentary ticker
Scorebug
ESPN-style HUD overlay
Stats Overlay
Gaussian count, FPS, coherence
RuVector VWM — Active • 3 loops online
Coherence Score
1.000
World-state consistency
Entities Tracked
26
22 players + 4 refs
Plays Simulated
0
Total game actions
Gaussians / Frame
0
Active splat count
Intelligence Pipeline
RETRIEVE JUDGE DISTILL CONSOLIDATE
Coherence Gate
Validates world-state self-consistency at ~10 Hz
Coherence Threshold
Min acceptable consistency score
0.95
Play-Calling AI
Formation and route selection strategy
Attention Allocation
Compute budget per entity per frame
Temporal Learning
4D keyframe interpolation method
Neural Substrate
SONA self-optimizing adaptation
EWC++ Memory Guard
Prevent catastrophic forgetting
Three-Loop Architecture
Fast Loop
Render + physics (~60 Hz)
60 Hz
Medium Loop
Coherence gate (~10 Hz)
10 Hz
Slow Loop
Game governance (~1 Hz)
1 Hz
t=0.000