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Add minPixelRadius to skip splats below a given pixel radius (#184)
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@@ -57,6 +57,7 @@ const spark = new SparkRenderer({
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| **preUpdate** | Controls whether to update the splats before or after rendering. For WebXR this *must* be false in order to complete rendering as soon as possible. (default: `false`)
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| **originDistance** | Distance threshold for `SparkRenderer` movement triggering a splat update at the new origin. (default: `1.0`) This can be useful when your `SparkRenderer` is a child of your camera and you want to retain high precision coordinates near the camera.
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| **maxStdDev** | Maximum standard deviations from the center to render Gaussians. Values `Math.sqrt(5)`..`Math.sqrt(9)` produce good results and can be tweaked for performance. (default: `Math.sqrt(8)`)
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| **minPixelRadius** | Minimum pixel radius for splat rendering. (default: `0.0`)
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| **maxPixelRadius** | Maximum pixel radius for splat rendering. (default: `512.0`)
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| **minAlpha** | Minimum alpha value for splat rendering. (default: `0.5 * (1.0 / 255.0)`)
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| **enable2DGS** | Enable 2D Gaussian splatting rendering ability. When this mode is enabled, any `scale` x/y/z component that is exactly `0` (minimum quantized value) results in the other two non-zero axes being interpreted as an oriented 2D Gaussian Splat instead of the usual approximate projected 3DGS Z-slice. When reading PLY files, scale values less than e^-30 will be interpreted as `0`. (default: `false`)
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