Splat Texture (#79)

* Add experimental Splat Texture rendering and examples/splat-texture. Added star.png and heart.png to assets.json and to assets repo. Update examples/depth-of-field to compute from metric aperture size. Added SparkRenderer.renderScale debug parameter. Updated examples/editor: set default highDPI to true, added logFocalDistance, apertureAngle, refactored, grouped into debugFolder, default settings open, preset buttons for nonAA and AA settings.

* Set default highDpi in examples/editor to not(isMobile).
This commit is contained in:
Andreas Sundquist
2025-07-01 07:57:34 -07:00
committed by GitHub
parent c0db3576bd
commit 179885595c
9 changed files with 359 additions and 40 deletions
+67
View File
@@ -148,6 +148,17 @@ export class SparkRenderer extends THREE.Mesh {
apertureAngle: number;
falloff: number;
clipXY: number;
renderScale = 1.0;
splatTexture: null | {
enable?: boolean;
texture?: THREE.Data3DTexture;
multiply?: THREE.Matrix2;
add?: THREE.Vector2;
near?: number;
far?: number;
mid?: number;
} = null;
time?: number;
deltaTime?: number;
@@ -198,6 +209,8 @@ export class SparkRenderer extends THREE.Mesh {
} | null = null;
private static pmrem: THREE.PMREMGenerator | null = null;
static EMPTY_SPLAT_TEXTURE = new THREE.Data3DTexture();
constructor(options: SparkRendererOptions) {
const uniforms = SparkRenderer.makeUniforms();
const shaders = getShaders();
@@ -281,6 +294,9 @@ export class SparkRenderer extends THREE.Mesh {
const uniforms = {
// Size of render viewport in pixels
renderSize: { value: new THREE.Vector2() },
// Near and far plane distances
near: { value: 0.1 },
far: { value: 1000.0 },
// Total number of Gsplats in packedSplats to render
numSplats: { value: 0 },
// SplatAccumulator to view transformation quaternion
@@ -304,6 +320,22 @@ export class SparkRenderer extends THREE.Mesh {
falloff: { value: 1.0 },
// Clip Gsplats that are clipXY times beyond the +-1 frustum bounds
clipXY: { value: 1.4 },
// Debug renderSize scale factor
renderScale: { value: 1.0 },
// Enable splat texture rendering
splatTexEnable: { value: false },
// Splat texture to render
splatTexture: { type: "t", value: SparkRenderer.EMPTY_SPLAT_TEXTURE },
// Splat texture UV transform (multiply)
splatTexMul: { value: new THREE.Matrix2() },
// Splat texture UV transform (add)
splatTexAdd: { value: new THREE.Vector2() },
// Splat texture near plane distance
splatTexNear: { value: 0.1 },
// Splat texture far plane distance
splatTexFar: { value: 1000.0 },
// Splat texture mid plane distance, or 0.0 to disable
splatTexMid: { value: 0.0 },
// Gsplat collection to render
packedSplats: { type: "t", value: PackedSplats.getEmpty() },
// Time in seconds for time-based effects
@@ -433,6 +465,11 @@ export class SparkRenderer extends THREE.Mesh {
}
// Update uniforms from instance properties
const typedCamera = camera as
| THREE.PerspectiveCamera
| THREE.OrthographicCamera;
this.uniforms.near.value = typedCamera.near;
this.uniforms.far.value = typedCamera.far;
this.uniforms.encodeLinear.value = viewpoint.encodeLinear;
this.uniforms.maxStdDev.value = this.maxStdDev;
this.uniforms.enable2DGS.value = this.enable2DGS;
@@ -442,6 +479,36 @@ export class SparkRenderer extends THREE.Mesh {
this.uniforms.apertureAngle.value = this.apertureAngle;
this.uniforms.falloff.value = this.falloff;
this.uniforms.clipXY.value = this.clipXY;
this.uniforms.renderScale.value = this.renderScale;
if (this.splatTexture) {
const { enable, texture, multiply, add, near, far, mid } =
this.splatTexture;
if (enable && texture) {
this.uniforms.splatTexEnable.value = true;
this.uniforms.splatTexture.value = texture;
if (multiply) {
this.uniforms.splatTexMul.value.fromArray(multiply.elements);
} else {
this.uniforms.splatTexMul.value.set(
0.5 / this.maxStdDev,
0,
0,
0.5 / this.maxStdDev,
);
}
this.uniforms.splatTexAdd.value.set(add?.x ?? 0.5, add?.y ?? 0.5);
this.uniforms.splatTexNear.value = near ?? this.uniforms.near.value;
this.uniforms.splatTexFar.value = far ?? this.uniforms.far.value;
this.uniforms.splatTexMid.value = mid ?? 0.0;
} else {
this.uniforms.splatTexEnable.value = false;
this.uniforms.splatTexture.value = SparkRenderer.EMPTY_SPLAT_TEXTURE;
}
} else {
this.uniforms.splatTexEnable.value = false;
this.uniforms.splatTexture.value = SparkRenderer.EMPTY_SPLAT_TEXTURE;
}
// Calculate the transform from the accumulator to the current camera
const accumToWorld =
+44 -9
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@@ -4,11 +4,21 @@ precision highp int;
#include <splatDefines>
uniform float near;
uniform float far;
uniform bool encodeLinear;
uniform float maxStdDev;
uniform bool disableFalloff;
uniform float falloff;
uniform bool splatTexEnable;
uniform sampler3D splatTexture;
uniform mat2 splatTexMul;
uniform vec2 splatTexAdd;
uniform float splatTexNear;
uniform float splatTexFar;
uniform float splatTexMid;
out vec4 fragColor;
in vec4 vRgba;
@@ -16,20 +26,45 @@ in vec2 vSplatUv;
in vec3 vNdc;
void main() {
vec4 rgba = vRgba;
float z = dot(vSplatUv, vSplatUv);
if (z > (maxStdDev * maxStdDev)) {
discard;
if (!splatTexEnable) {
if (z > (maxStdDev * maxStdDev)) {
discard;
}
} else {
vec2 uv = splatTexMul * vSplatUv + splatTexAdd;
float ndcZ = vNdc.z;
float depth = (2.0 * near * far) / (far + near - ndcZ * (far - near));
float clampedFar = max(splatTexFar, splatTexNear);
float clampedDepth = clamp(depth, splatTexNear, clampedFar);
float logDepth = log2(clampedDepth + 1.0);
float logNear = log2(splatTexNear + 1.0);
float logFar = log2(clampedFar + 1.0);
float texZ;
if (splatTexMid > 0.0) {
float clampedMid = clamp(splatTexMid, splatTexNear, clampedFar);
float logMid = log2(clampedMid + 1.0);
texZ = (clampedDepth <= clampedMid) ?
(0.5 * ((logDepth - logNear) / (logMid - logNear))) :
(0.5 * ((logDepth - logMid) / (logFar - logMid)) + 0.5);
} else {
texZ = (logDepth - logNear) / (logFar - logNear);
}
vec4 modulate = texture(splatTexture, vec3(uv, 1.0 - texZ));
rgba *= modulate;
}
float alpha = vRgba.a;
alpha *= mix(1.0, exp(-0.5 * z), falloff);
if (alpha < MIN_ALPHA) {
rgba.a *= mix(1.0, exp(-0.5 * z), falloff);
if (rgba.a < MIN_ALPHA) {
discard;
}
vec3 rgb = vRgba.rgb;
if (encodeLinear) {
rgb = srgbToLinear(rgb);
rgba.rgb = srgbToLinear(rgba.rgb);
}
fragColor = vec4(rgb, alpha);
fragColor = rgba;
}
+4 -2
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@@ -25,6 +25,7 @@ uniform float preBlurAmount;
uniform float focalDistance;
uniform float apertureAngle;
uniform float clipXY;
uniform float renderScale;
uniform usampler2DArray packedSplats;
@@ -111,7 +112,8 @@ void main() {
mat3 cov3D = RS * transpose(RS);
// Compute the Jacobian of the splat's projection at its center
vec2 focal = 0.5 * renderSize * vec2(projectionMatrix[0][0], projectionMatrix[1][1]);
vec2 scaledRenderSize = renderSize * renderScale;
vec2 focal = 0.5 * scaledRenderSize * vec2(projectionMatrix[0][0], projectionMatrix[1][1]);
float invZ = 1.0 / viewCenter.z;
vec2 J1 = focal * invZ;
vec2 J2 = -(J1 * viewCenter.xy) * invZ;
@@ -175,7 +177,7 @@ void main() {
// Compute the NDC coordinates for the ellipsoid's diagonal axes.
vec2 pixelOffset = eigenVec1 * scale1 + eigenVec2 * scale2;
vec2 ndcOffset = (2.0 / renderSize) * pixelOffset;
vec2 ndcOffset = (2.0 / scaledRenderSize) * pixelOffset;
vec3 ndc = vec3(ndcCenter.xy + ndcOffset, ndcCenter.z);
vRgba = rgba;