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three-gsmesh

v0.0.3

Published

![plant](assets/plant.png)

Readme

GSMesh for TSL

plant

This library provides GSMesh, which renders 3D Gaussian Splatting data with Three.js Shading Language (TSL).

Note that this is mostly for learning purposes, so the performance is still not good.

Overview

This is basically a project for learning purpose, but you can use this as a library like below.

Note that this library only works on three/webgpu.

Usage

pnpm add three-gsmesh
import { GSMesh, SpzLoader } from "three-gsmesh";

const splatLoader = new SpzLoader();
// const splatLoader = new PlyLoader();
const data = await splatLoader.loadAsync("/CHERRY BLOSSOMS/scene.spz")
const gsmesh = new GSMesh(data);
scene.add(gsmesh);

How this works

I implemented 3D Gaussian Splatting with TSL shaders and WebGPU compute shaders.

Rendering 3DGS involves the following steps:

  1. Parse 3D GS data.
  2. Compute covariance matrices.
  3. Sort splats so alpha blending works correctly.
  4. Project covariance matrices to screen-space billboard bases.
  5. Clip billboards to the projected ellipses.
  6. Render the splats.

Features

  • PLY support
  • Radix sort with compute shaders
  • 3DGS model rendering
  • Extra SH properties defined in some datasets

Limitations

  • Other data formats
  • Additional radix sort optimizations, such as tile-based binning/rasterization used in the original paper.
  • LOD support like Spark.

Next steps

This paper might be helpful for optimization: WebSplatter: Enabling Cross-Device Efficient Gaussian Splatting in Web Browsers via WebGPU

References

  • https://github.com/sparkjsdev/spark
  • https://shi-yan.github.io/webgpuunleashed/Advanced/gaussian_splatting.html
  • https://github.com/graphdeco-inria/gaussian-splatting
  • https://github.com/kishimisu/WebGPU-Radix-Sort
  • https://developer.nvidia.com/gpugems/gpugems3/part-vi-gpu-computing/chapter-39-parallel-prefix-sum-scan-cuda