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3D Gaussian splatting for Three.js

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. Their project was CUDA-based and I wanted to build a viewer that was accessible via the web.

When I started, web-based viewers were already available -- A WebGL-based viewer from antimatter15 and a WebGPU viewer from cvlab-epfl -- However no Three.js version existed. I used those versions as a starting point for my initial implementation, but as of now this project contains all my own code.

Highlights

  • Organized into ES modules
  • Rendering is done entirely through Three.js
  • The sorting algorithm is a C++ counting sort contained in a WASM module.
  • Rasterization code is 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
  • Allows a Three.js scene or object group to be rendered along with the splats

Future work

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
  • Properly incorporate spherical harmonics data to achieve view dependent lighting effects
  • Continue improving compression for splat files
  • 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
  • Add editing mode, allowing users to modify scene and export changes
  • Add WebXR compatibility
  • Support very large scenes and/or multiple splat files

Online demo

https://projects.markkellogg.org/threejs/demo_gaussian_splats_3d.php


Building and running locally

Navigate to the code directory and run

npm install

Next run the build. For Linux & Mac OS systems run:

npm run build

For Windows I have added a Windows-compatible version of the build command:

npm run build-windows

To view the demo scenes locally run

npm run demo

The demo will be accessible locally at http:https://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

Usage

To run the built-in viewer:

const viewer = new GaussianSplats3D.Viewer({
    'cameraUp': [0, -1, -0.6],
    'initialCameraPosition': [-1, -4, 6],
    'initialCameraLookAt': [0, 4, 0]
});
viewer.init();
viewer.loadFile('<path to .ply or .splat file>', {
    'splatAlphaRemovalThreshold': 5, // out of 255
    'halfPrecisionCovariancesOnGPU': true
})
.then(() => {
    viewer.start();
});

As an alternative to using cameraUp to adjust to the scene's natural orientation, you can pass an orientation (and/or position) to the loadFile() method to transform the entire scene:

const viewer = new GaussianSplats3D.Viewer({
    'initialCameraPosition': [-1, -4, 6],
    'initialCameraLookAt': [0, 4, 0]
});
const orientation = new THREE.Quaternion();
orientation.setFromUnitVectors(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, -1, 0.6).normalize());
viewer.init();
viewer.loadFile('<path to .ply or .splat file>', {
    'splatAlphaRemovalThreshold': 5, // out of 255
    'halfPrecisionCovariancesOnGPU': true,
    'position': [0, 0, 0],
    'orientation': orientation.toArray(),
})
.then(() => {
    viewer.start();
});

The loadFile() method will accept the original .ply files as well as my custom .splat files.

Creating SPLAT files

To convert a .ply file into the stripped-down .splat format (currently only compatible with this viewer), there are several options. The easiest method is to use the UI in the main demo page at http:https://127.0.0.1:8080/index.html. If you want to run the conversion programatically, run the following in a browser:

const compressionLevel = 1;
const splatAlphaRemovalThreshold = 5; // out of 255
const plyLoader = new GaussianSplats3D.PlyLoader();
plyLoader.loadFromURL('<URL for .ply file>', compressionLevel, splatAlphaRemovalThreshold)
.then((splatBuffer) => {
    new GaussianSplats3D.SplatLoader(splatBuffer).downloadFile('converted_file.splat');
});

Both of the above methods will prompt your browser to automatically start downloading the converted .splat file.

The third option is to use the included nodejs script:

node util/create-splat.js [path to .PLY] [output file] [compression level = 0] [alpha removal threshold = 1]

Currently supported values for compressionLevel are 0 or 1. 0 means no compression, 1 means compression of scale, rotation, and position values from 32-bit to 16-bit.

Integrating THREE.js scenes

You can integrate your own Three.js scene into the viewer if you want rendering to be handled for you. Just pass a Three.js scene object as the 'scene' parameter to the constructor:

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 GaussianSplats3D.Viewer({
    'scene': scene,
    'cameraUp': [0, -1, -0.6],
    'initialCameraPosition': [-1, -4, 6],
    'initialCameraLookAt': [0, 4, -0]
});
viewer.init();
viewer.loadFile('<path to .ply or .splat file>')
.then(() => {
    viewer.start();
});

Currently this will only work for objects that write to the depth buffer (e.g. standard opaque objects). Supporting transparent objects will be more challenging :)

Custom options

The viewer allows for various levels of customization via constructor parameters. You can control when its update() and render() methods are called by passing false for the selfDrivenMode parameter and then calling those methods whenever/wherever you decide is appropriate. You can tell the viewer to not use its built-in camera controls by passing false for the useBuiltInControls parameter. You can also use your own Three.js renderer and camera by passing those values to the viewer's constructor. The sample below shows all of these options:

const renderWidth = 800;
const renderHeight = 600;

const rootElement = document.createElement('div');
rootElement.style.width = renderWidth + 'px';
rootElement.style.height = renderHeight + 'px';
document.body.appendChild(rootElement);

const renderer = new THREE.WebGLRenderer({
    antialias: false
});
renderer.setSize(renderWidth, renderHeight);
rootElement.appendChild(renderer.domElement);

const camera = new THREE.PerspectiveCamera(65, renderWidth / renderHeight, 0.1, 500);
camera.position.copy(new THREE.Vector3().fromArray([-1, -4, 6]));
camera.lookAt(new THREE.Vector3().fromArray([0, 4, -0]));
camera.up = new THREE.Vector3().fromArray([0, -1, -0.6]).normalize();

const viewer = new GaussianSplats3D.Viewer({
    'selfDrivenMode': false,
    'renderer': renderer,
    'camera': camera,
    'useBuiltInControls': false
});
viewer.init();
viewer.loadFile('<path to .ply or .splat file>')
.then(() => {
    requestAnimationFrame(update);
});

Since selfDrivenMode is false, it is up to the developer to call the update() and render() methods on the Viewer class:

function update() {
    requestAnimationFrame(update);
    viewer.update();
    viewer.render();
}

Controls

Mouse

  • Left click to set the focal point
  • Left click and drag to orbit around the focal point
  • Right click and drag to pan the camera and focal point

Keyboard

  • C Toggles the mesh cursor, which shows where a ray projected from the mouse cursor intersects the splat mesh

  • I Toggles an info panel that displays the mesh cursor position, current FPS, and current window size

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Three.js-based implementation of 3D Gaussian splatting

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