diff --git a/examples/editor/index.html b/examples/editor/index.html
index e18cbbb..70f5f71 100644
--- a/examples/editor/index.html
+++ b/examples/editor/index.html
@@ -498,6 +498,11 @@
gui.addColor(guiOptions, "backgroundColor").name("Background color").onChange((value) => {
scene.background.set(value);
});
+ // spark.defaultView.stochastic = true;
+ gui.add(spark.defaultView, "stochastic").name("Stochastic sort-free").listen().onChange(() => {
+ // spark.prepareViewpoint();
+ touch();
+ });
const debugFolder = gui.addFolder("Debug").close();
const normalColor = dyno.dynoBool(false);
@@ -524,10 +529,6 @@
debugFolder.add(spark.defaultView, "sort32").name("Float32 sort").listen();
debugFolder.add(spark, "maxPixelRadius", 1, 1024, 1).name("Max pixel radius").listen();
debugFolder.add(spark, "minAlpha", 0, 1, 0.001).name("Min alpha").listen();
- spark.defaultView.stochastic = true;
- debugFolder.add(spark.defaultView, "stochastic").name("Stochastic sort-free").listen().onChange(() => {
- spark.prepareViewpoint();
- });
debugFolder.add(spark, "premultipliedAlpha").name("Premultiplied alpha").listen();
const accumFolder = debugFolder.addFolder("Accumulator encoding").close();;
@@ -778,6 +779,8 @@
lastTime = time;
stats.begin();
+ renderer.clear(true, true, false);
+
if (guiOptions.autoRotate) {
frame.rotation.y += deltaTime / 5000;
}
diff --git a/src/SparkRenderer.ts b/src/SparkRenderer.ts
index 846dd9e..3ebc25d 100644
--- a/src/SparkRenderer.ts
+++ b/src/SparkRenderer.ts
@@ -260,6 +260,7 @@ export class SparkRenderer extends THREE.Mesh {
private lastUpdateTime: number | null = null;
// List of cameras used for the current viewpoint (for WebXR)
private defaultCameras: THREE.Matrix4[] = [];
+ private lastStochastic: boolean | null = null;
// Should be set to the defaultView, but can be temporarily changed to another
// viewpoint using prepareViewpoint() for rendering from a different viewpoint.
@@ -533,6 +534,10 @@ export class SparkRenderer extends THREE.Mesh {
this.uniforms.deltaTime.value = deltaTime;
// Alternating debug flag that can aid in visual debugging
this.uniforms.debugFlag.value = (performance.now() / 1000.0) % 2.0 < 1.0;
+
+ // if (viewpoint.stochastic) {
+ // (this.geometry as SplatGeometry).instanceCount = this.uniforms.numSplats.value;
+ // }
}
if (viewpoint.target) {
@@ -577,6 +582,13 @@ export class SparkRenderer extends THREE.Mesh {
this.uniforms.clipXY.value = this.clipXY;
this.uniforms.focalAdjustment.value = this.focalAdjustment;
+ if (this.lastStochastic !== !viewpoint.stochastic) {
+ this.lastStochastic = !viewpoint.stochastic;
+ this.material.transparent = !viewpoint.stochastic;
+ this.material.depthWrite = viewpoint.stochastic;
+ this.material.needsUpdate = true;
+ }
+
if (this.splatTexture) {
const { enable, texture, multiply, add, near, far, mid } =
this.splatTexture;
@@ -638,6 +650,7 @@ export class SparkRenderer extends THREE.Mesh {
this.geometry = geometry;
this.material.transparent = !this.viewpoint.stochastic;
this.material.depthWrite = this.viewpoint.stochastic;
+ this.material.needsUpdate = true;
} else {
// No Gsplats to display for this viewpoint yet
this.uniforms.numSplats.value = 0;
diff --git a/src/SparkViewpoint.ts b/src/SparkViewpoint.ts
index 6f7d3ad..84bc4c3 100644
--- a/src/SparkViewpoint.ts
+++ b/src/SparkViewpoint.ts
@@ -569,7 +569,9 @@ export class SparkViewpoint {
let activeSplats = 0;
let ordering = this.orderingFreelist.alloc(maxSplats);
- if (numSplats > 0) {
+ if (this.stochastic) {
+ activeSplats = numSplats;
+ } else if (numSplats > 0) {
const {
reader,
doubleSortReader,
diff --git a/src/shaders/splatFragment.glsl b/src/shaders/splatFragment.glsl
index 132f680..358ca57 100644
--- a/src/shaders/splatFragment.glsl
+++ b/src/shaders/splatFragment.glsl
@@ -28,6 +28,7 @@ out vec4 fragColor;
in vec4 vRgba;
in vec2 vSplatUv;
in vec3 vNdc;
+flat in uint vSplatIndex;
void main() {
vec4 rgba = vRgba;
@@ -72,18 +73,16 @@ void main() {
}
if (stochastic) {
- uint uTime = floatBitsToUint(time);
+ const bool STEADY = false;
+ uint uTime = STEADY ? 0u : floatBitsToUint(time);
uvec2 coord = uvec2(gl_FragCoord.xy);
- uint state = uTime + 0x9e3779b9u * coord.x + 0x85ebca6bu * coord.y;
+ uint state = uTime + 0x9e3779b9u * coord.x + 0x85ebca6bu * coord.y + 0xc2b2ae35u * uint(vSplatIndex);
state = state * 747796405u + 2891336453u;
uint hash = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
hash = (hash >> 22u) ^ hash;
- float rand = float(hash) / 4294967295.0;
- // rand *= 2.0;
+ float rand = float(hash) / 4294967296.0;
if (rand < rgba.a) {
fragColor = vec4(rgba.rgb, 1.0);
- // gl_FragDepth = gl_FragCoord.z;
- // fragColor = vec4(rgba.r, 0.0, 0.0, 1.0);
} else {
discard;
}
diff --git a/src/shaders/splatVertex.glsl b/src/shaders/splatVertex.glsl
index e148cde..0162293 100644
--- a/src/shaders/splatVertex.glsl
+++ b/src/shaders/splatVertex.glsl
@@ -10,6 +10,7 @@ attribute uint splatIndex;
out vec4 vRgba;
out vec2 vSplatUv;
out vec3 vNdc;
+flat out uint vSplatIndex;
uniform vec2 renderSize;
uniform uint numSplats;
@@ -21,6 +22,7 @@ uniform float time;
uniform float deltaTime;
uniform bool debugFlag;
uniform float minAlpha;
+uniform bool stochastic;
uniform bool enable2DGS;
uniform float blurAmount;
uniform float preBlurAmount;
@@ -39,16 +41,25 @@ void main() {
if (uint(gl_InstanceID) >= numSplats) {
return;
}
- if (splatIndex == 0xffffffffu) {
- // Special value reserved for "no splat"
- return;
- }
- ivec3 texCoord = ivec3(
- splatIndex & SPLAT_TEX_WIDTH_MASK,
- (splatIndex >> SPLAT_TEX_WIDTH_BITS) & SPLAT_TEX_HEIGHT_MASK,
- splatIndex >> SPLAT_TEX_LAYER_BITS
- );
+ ivec3 texCoord;
+ if (stochastic) {
+ texCoord = ivec3(
+ uint(gl_InstanceID) & SPLAT_TEX_WIDTH_MASK,
+ (uint(gl_InstanceID) >> SPLAT_TEX_WIDTH_BITS) & SPLAT_TEX_HEIGHT_MASK,
+ (uint(gl_InstanceID) >> SPLAT_TEX_LAYER_BITS)
+ );
+ } else {
+ if (splatIndex == 0xffffffffu) {
+ // Special value reserved for "no splat"
+ return;
+ }
+ texCoord = ivec3(
+ splatIndex & SPLAT_TEX_WIDTH_MASK,
+ (splatIndex >> SPLAT_TEX_WIDTH_BITS) & SPLAT_TEX_HEIGHT_MASK,
+ splatIndex >> SPLAT_TEX_LAYER_BITS
+ );
+ }
uvec4 packed = texelFetch(packedSplats, texCoord, 0);
vec3 center, scales;
@@ -85,6 +96,9 @@ void main() {
return;
}
+ // Record the splat index for entropy
+ vSplatIndex = splatIndex;
+
// Compute view space quaternion of splat
vec4 viewQuaternion = quatQuat(renderToViewQuat, quaternion);