use half::f16; const MIN_OPACITY: f32 = 0.1; pub const LN_SCALE_MIN: f32 = -9.0; pub const LN_SCALE_MAX: f32 = 9.0; pub const LN_RESCALE: f32 = (LN_SCALE_MAX - LN_SCALE_MIN) / 254.0; // 1..=255 // pub fn encode_scale(scale: f32) -> u8 { // if scale == 0.0 { // 0 // } else { // // Allow scales below LN_SCALE_MIN to be encoded as 0, which signifies a 2DGS // ((scale.ln() - LN_SCALE_MIN) / LN_RESCALE + 1.0).clamp(0.0, 255.0).round() as u8 // } // } pub fn decode_scale(scale: u8) -> f32 { if scale == 0 { 0.0 } else { (LN_SCALE_MIN + (scale - 1) as f32 * LN_RESCALE).exp() } } pub fn raycast_spheres( buffer: &[u32], distances: &mut Vec, origin: [f32; 3], dir: [f32; 3], near: f32, far: f32, ) { let quad_a = vec3_dot(dir, dir); for packed in buffer.chunks(4) { let opacity = ((packed[0] >> 24) as u8) as f32 / 255.0; if opacity < MIN_OPACITY { continue; } let origin = vec3_sub(origin, extract_center(packed)); let scale = extract_scale(packed); // Model the Gsplat as a sphere for faster approximate raycasting let radius = (scale[0] + scale[1] + scale[2]) / 3.0; let quad_b = vec3_dot(dir, origin); let quad_c = vec3_dot(origin, origin) - radius * radius; let discriminant = quad_b * quad_b - quad_a * quad_c; if discriminant < 0.0 { continue; } let t = (-quad_b - discriminant.sqrt()) / quad_a; if t >= near && t <= far { distances.push(t); } } } pub fn raycast_ellipsoids( buffer: &[u32], distances: &mut Vec, origin: [f32; 3], dir: [f32; 3], near: f32, far: f32, ) { for packed in buffer.chunks(4) { let opacity = ((packed[0] >> 24) as u8) as f32 / 255.0; if opacity < MIN_OPACITY { continue; } let origin = vec3_sub(origin, extract_center(packed)); let scale = extract_scale(packed); let quat = extract_quat(packed); let inv_quat = [-quat[0], -quat[1], -quat[2], quat[3]]; // Model the Gsplat as an ellipsoid for higher quality raycasting let local_origin = quat_vec(inv_quat, origin); let local_dir = quat_vec(inv_quat, dir); let min_scale = scale[0].max(scale[1]).max(scale[2]) * 0.01; let t = if scale[2] < min_scale { // Treat it as a flat elliptical disk if local_dir[2].abs() < 1e-6 { continue; } let t = -local_origin[2] / local_dir[2]; let p_x = local_origin[0] + t * local_dir[0]; let p_y = local_origin[1] + t * local_dir[1]; if sqr(p_x / scale[0]) + sqr(p_y / scale[1]) > 1.0 { continue; } t } else if scale[1] < min_scale { // Treat it as a flat elliptical disk if local_dir[1].abs() < 1e-6 { continue; } let t = -local_origin[1] / local_dir[1]; let p_x = local_origin[0] + t * local_dir[0]; let p_z = local_origin[2] + t * local_dir[2]; if sqr(p_x / scale[0]) + sqr(p_z / scale[2]) > 1.0 { continue; } t } else if scale[0] < min_scale { // Treat it as a flat elliptical disk if local_dir[0].abs() < 1e-6 { continue; } let t = -local_origin[0] / local_dir[0]; let p_y = local_origin[1] + t * local_dir[1]; let p_z = local_origin[2] + t * local_dir[2]; if sqr(p_y / scale[1]) + sqr(p_z / scale[2]) > 1.0 { continue; } t } else { let inv_scale = [1.0 / scale[0], 1.0 / scale[1], 1.0 / scale[2]]; let local_origin = vec3_mul(local_origin, inv_scale); let local_dir = vec3_mul(local_dir, inv_scale); let a = vec3_dot(local_dir, local_dir); let b = vec3_dot(local_origin, local_dir); let c = vec3_dot(local_origin, local_origin) - 1.0; let discriminant = b * b - a * c; if discriminant < 0.0 { continue; } (-b - discriminant.sqrt()) / a }; if t >= near && t <= far { distances.push(t); } } } fn extract_center(packed: &[u32]) -> [f32; 3] { let x = f16::from_bits(packed[1] as u16).to_f32(); let y = f16::from_bits((packed[1] >> 16) as u16).to_f32(); let z = f16::from_bits(packed[2] as u16).to_f32(); [x, y, z] } fn extract_scale(packed: &[u32]) -> [f32; 3] { let scale_x = decode_scale(packed[3] as u8); let scale_y = decode_scale((packed[3] >> 8) as u8); let scale_z = decode_scale((packed[3] >> 16) as u8); [scale_x, scale_y, scale_z] } fn extract_quat(packed: &[u32]) -> [f32; 4] { let quat_x = ((packed[2] >> 16) as i8) as f32 / 127.0; let quat_y = ((packed[2] >> 24) as i8) as f32 / 127.0; let quat_z = ((packed[3] >> 24) as i8) as f32 / 127.0; let quat_w = (1.0 - quat_x * quat_x - quat_y * quat_y - quat_z * quat_z).max(0.0).sqrt(); [quat_x, quat_y, quat_z, quat_w] } fn sqr(x: f32) -> f32 { x * x } fn vec3_sub(a: [f32; 3], b: [f32; 3]) -> [f32; 3] { [a[0] - b[0], a[1] - b[1], a[2] - b[2]] } fn vec3_mul(a: [f32; 3], b: [f32; 3]) -> [f32; 3] { [a[0] * b[0], a[1] * b[1], a[2] * b[2]] } fn vec3_dot(a: [f32; 3], b: [f32; 3]) -> f32 { a[0] * b[0] + a[1] * b[1] + a[2] * b[2] } fn vec3_cross(a: [f32; 3], b: [f32; 3]) -> [f32; 3] { [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], ] } fn quat_vec(q: [f32; 4], v: [f32; 3]) -> [f32; 3] { let q_vec = [q[0], q[1], q[2]]; let uv = vec3_cross(q_vec, v); let uuv = vec3_cross(q_vec, uv); [ v[0] + 2.0 * (q[3] * uv[0] + uuv[0]), v[1] + 2.0 * (q[3] * uv[1] + uuv[1]), v[2] + 2.0 * (q[3] * uv[2] + uuv[2]), ] }