This repository contains a Three.js-based implementation of 3D Gaussian Splatting for Real-Time Radiance Field Rendering, a technique for the real-time visualization of real-world 3D scenes.
For the initial implementation, I used Kevin Kwok's (https://github.com/antimatter15) WebGL implementation https://github.com/antimatter15/splat as a starting point.
As of now, all of the code has been rewritten:
- Organized into ES modules
- Rendering is done entirely through Three.js
- The sorting algorithm is now a C++ counting sort contained in a WASM module.
- Rasterization code now documented to describe 2D covariance computations as well as computations of corresponding eigen-values and eigen-vectors
- Scene is partitioned via octree that is used to cull non-visible splats prior to sorting
- Splat data (position, covariance, color) is stored via textures so that only splat indexes are transferred between host and GPU
Online demo: https://projects.markkellogg.org/threejs/demo_gaussian_splats_3d.php
This is still very much a work in progress! There are several things that still need to be done:
- Improve the method by which splat data is stored in textures (currently much texture space is wasted or packed inefficiently)
- Properly incorporate spherical harmonics data to achieve view dependent lighting effects
- Improve the layout of the SplatBuffer object for better efficiency and reduced file size
- Improve splat sorting -- maybe an incremental sort of some kind?
- Implement double buffering so that the next splat index array in the main thread can be filled while the current one is sorted in the worker thread
Navigate to the code directory and run
npm install
Followed by
npm run build
To view the demo scenes locally run
npm run demo
The demo will be accessible locally at http://127.0.0.1:8080/index.html. You will need to download the data for the demo scenes and extract them into
<code directory>/build/demo/assets/data
The demo scene data is available here: https://projects.markkellogg.org/downloads/gaussian_splat_data.zip
To run the built-in viewer:
const cameraUp = [0, -1, -1.0];
const initialCameraPos = [-3.3816, 1.96931, -1.71890];
const initialCameraLookAt = [0.60910, 1.42099, 2.02511];
const viewer = new GaussianSplat3D.Viewer(null, cameraUp, initialCameraPos, initialCameraLookAt);
viewer.init();
viewer.loadFile('<path to .ply or .splat file>')
.then(() => {
viewer.start();
});
The loadFile()
method will accept the original .ply
files as well as my custom .splat
files.
To convert a .ply
file into the stripped-down .splat
format (currently only compatible with this viewer):
const plyLoader = new GaussianSplat3D.PlyLoader();
plyLoader.loadFromFile('<path to .ply file>')
.then((splatBuffer) => {
new GaussianSplat3D.SplatLoader(splatBuffer).saveToFile('converted_file.splat');
});
This code will prompt your browser to automatically start downloading the converted .splat
file.
It is now possible to integrate your own Three.js scene into the viewer (still somewhat experimental). The Viewer
class now accepts a scene
parameter by which you can pass in any 'normal' Three.js objects you want to be rendered along with the splats. Rendering the splats correctly with external obejcts requires a special sequence of steps so the viewer needs to be aware of them:
const scene = new THREE.Scene();
const boxColor = 0xBBBBBB;
const boxGeometry = new THREE.BoxGeometry(2, 2, 2);
const boxMesh = new THREE.Mesh(boxGeometry, new THREE.MeshBasicMaterial({'color': boxColor}));
scene.add(boxMesh);
boxMesh.position.set(3, 2, 2);
const viewer = new GaussianSplat3D.Viewer(null, cameraUp, initialCameraPos, initialCameraLookAt, scene);