Comments (2)
That’s absolutely not the bottleneck. Calculating “the gaussian” part is just one dot product and one exponent, which is way cheaper than sampling the texture.
The slow parts of the rendering right now are: 1) sorting could be made faster, 2) raw amount of alpha blending when tons of splats overlap, and tiny gaussians being suboptimal for the GPU — this can be addressed by writing a compute shader tiled raaterizer, and 3) there’s no culling of gaussians at all, something that could be implemented.
All in all, there are quite obvious ways how to speed this up, “just” they need to get done. But replacing gaussian falloff with a texture lookup is not one of those ways :)
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I appreciate you for taking the time to comment and enlighten. It's a good reminder to myself that armchair optimization is rarely worth it's weight in words!
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Related Issues (20)
- Display anomaly in Iphone14 HOT 4
- How to edit Gaussian splats HOT 2
- Shader error in 'SplatUtilities': undeclared identifier 'WaveGetLaneCount' HOT 1
- Support for mobile device HOT 1
- How to export Gaussian Splats HOT 1
- PLY {filePath} read error: currently files larger than 2GB are not supported HOT 1
- Platforms: Does not work on Vision Pro Simulator HOT 1
- Rendering order issue HOT 4
- Scene size limit HOT 1
- Scene Freezes in Game Mode HOT 1
- Platform: Apple visionOS with Polyspatial / Shader compilation error HOT 2
- No camera control slider HOT 3
- Unable to build the apk for quest 3 properly. HOT 1
- splats camera render HOT 1
- Error when project loads and no Tools menu item available (windows 10) HOT 5
- About IOS Error HOT 1
- Don't support apple vision pro? HOT 1
- The abnormal behavior on different Android devices. HOT 2
- Nevermind, false alarm
- Exported PLY is mirrored
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