Releases: MichaelMoroz/VRChatGaussianSplatting
Releases · MichaelMoroz/VRChatGaussianSplatting
Version 3
WARNING: This version is not compatible with the previous one and all .PLY's must be reimported and new example scene must be used
- Improved .PLY importer
- Import multiple .PLY files at the same time
- Creating prefabs for splats for ease of use with all required meshes/materials already generated
- Optionally disable usage of correct sRGB color space (removes 2 grab passes but makes transparency incorrect)
- Optional multi-chunk rendering. Splits the gaussian splat material into chunks of N splats (760k by default). Can improve performance.
- Optionally add an alpha stencil mask between each pass to occlude any following splats from next chunks. Can improve performance.
- Import with optional presorting.
- Presorted rendering order.
- Instead of using radix sort to sort by camera distance, presort the splats along 20 octahedral directions and save those sorting indices as a texture (requires a lot of texture memory).
- This has the benefit of working standalone by itself anywhere, including avatars, however the rendering quality will be reduced because popping will happen when you rotate your camera.
- Note that a splat prefab imported with this will no longer work with GaussianSplatRenderer.
- More options in the GaussianSplatRenderer.
- You can now specify how many bits of precision for the distance sort to do. Can be useful for huge scale splats.
- Some parameters of the gaussian splat materials can be overridden from this component now
- Quality Toggles have been added to the example scene to control the performance/quality tradeoff of rendering (by changing the gaussian cutoff value)
- Rendering quality has been slightly improved.
- There should be fewer rotating quad artifacts now, as the splat cutoff is exactly an ellipse now.
- Projection accuracy has been improved, fewer jitter/missing splat artifacts should happen.
- Performance improvements.
- General performance improvements
- Can additionally get more performance by using multi-chunk rendering and alpha stencil mask. This might not help for all splats scenes.
New release with lots of fixes
- Stable ellipsoid projection via fake doubles
- Faster performance
- Fixed bugs with missing/duplicated splats
- Using correct colorspace for splats
- Better U# script with more features that supports selection between different splats
- Improved example scene
- Splatting order now is much more stable, sorting against quantized camera positions (reduces popping jitter)
- Better quantization for assets, slightly lower size
- Better sorting precision, nonlinear distance quantization
PS you need to reimport your .ply assets, old format is not compatible
Release with example assets
release Improve clamping