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3D Gaussian splatting for Three.js

Three.js-based implemetation of a renderer for 3D Gaussian Splatting for Real-Time Radiance Field Rendering, a technique for generating 3D scenes from 2D images. Their project is CUDA-based and needs to run natively on your machine, but I wanted to build a viewer that was accessible via the web.

The 3D scenes are stored in a format similar to point clouds and can be viewed, navigated, and interacted with in real-time. This renderer will work with the .ply files generated by the INRIA project, standard .splat files, or my own custom .ksplat files, which are a trimmed-down and compressed version of the original .ply files.

When I started, web-based viewers were already available -- A WebGL-based viewer from antimatter15 and a WebGPU viewer from cvlab-epfl -- However no Three.js version existed. I used those versions as a starting point for my initial implementation, but as of now this project contains all my own code. <br> <br>

Highlights

Known issues

Limitations

Currently there are limits on the number of splats that can be rendered, and those limits depend mainly on the degree of spherical harmonics desired. Those limits are:

Spherical harmonics degreeMax splat count
0~ 16,000,000
1~ 11,000,000
2~ 8,000,000

Future work will include optimizing how splat data is packed into data textures, which will help increase these limits.

Future work

This is still very much a work in progress! There are several things that still need to be done:

Online demo

https://projects.markkellogg.org/threejs/demo_gaussian_splats_3d.php

Controls

Mouse

Keyboard

<br>

Building from source and running locally

Navigate to the code directory and run

npm install

Next run the build. For Linux & Mac OS systems run:

npm run build

For Windows I have added a Windows-compatible version of the build command:

npm run build-windows

To view the demo scenes locally run

npm run demo

The demo will be accessible locally at http://127.0.0.1:8080/index.html. You will need to download the data for the demo scenes and extract them into

<code directory>/build/demo/assets/data

The demo scene data is available here: https://projects.markkellogg.org/downloads/gaussian_splat_data.zip <br> <br>

Installing as an NPM package

If you don't want to build the library from source, it is also available as an NPM package. The NPM package does not come with the source code or demos that are available in the source repository. To install, run the following command:

npm install @mkkellogg/gaussian-splats-3d
<br>

Basic Usage

To run the built-in viewer:

import * as GaussianSplats3D from '@mkkellogg/gaussian-splats-3d';

const viewer = new GaussianSplats3D.Viewer({
    'cameraUp': [0, -1, -0.6],
    'initialCameraPosition': [-1, -4, 6],
    'initialCameraLookAt': [0, 4, 0]
});
viewer.addSplatScene('<path to .ply, .ksplat, or .splat file>', {
    'splatAlphaRemovalThreshold': 5,
    'showLoadingUI': true,
    'position': [0, 1, 0],
    'rotation': [0, 0, 0, 1],
    'scale': [1.5, 1.5, 1.5]
})
.then(() => {
    viewer.start();
});

Viewer parameters <br>

ParameterPurpose
cameraUpThe natural 'up' vector for viewing the scene (only has an effect when used with orbit controls and when the viewer uses its own camera). Serves as the axis around which the camera will orbit, and is used to determine the scene's orientation relative to the camera.
initialCameraPositionThe camera's initial position (only used when the viewer uses its own camera).
initialCameraLookAtThe initial focal point of the camera and center of the camera's orbit (only used when the viewer uses its own camera).
<br>

Parameters for addSplatScene() <br>

ParameterPurpose
formatForce the loader to assume the specified file format when loading a splat scene. This is useful when loading from a URL where there is no file extension. Valid values are defined in the SceneFormat enum: Ply, Splat, and KSplat.
splatAlphaRemovalThresholdTells addSplatScene() to ignore any splats with an alpha less than the specified value (valid range: 0 - 255). Defaults to 1.
showLoadingUIDisplays a loading spinner and/or loading progress bar while the scene is loading. Defaults to true.
positionPosition of the scene, acts as an offset from its default position. Defaults to [0, 0, 0].
rotationRotation of the scene represented as a quaternion, defaults to [0, 0, 0, 1] (identity quaternion).
scaleScene's scale, defaults to [1, 1, 1].
progressiveLoadProgressively load the scene's splat data and allow the scene to be rendered and viewed as the splats are loaded. Option is only valid for addSplatScene(), and not for addSplatScenes().
<br>

Viewer can also load multiple scenes simultaneously with the addSplatScenes() function:

import * as GaussianSplats3D from '@mkkellogg/gaussian-splats-3d';

viewer.addSplatScenes([{
        'path': '<path to first .ply, .ksplat, or .splat file>',
        'splatAlphaRemovalThreshold': 20
    },
    {
        'path': '<path to second .ply, .ksplat, or .splat file>',
        'rotation': [-0.14724434, -0.0761755, 0.1410657, 0.976020],
        'scale': [1.5, 1.5, 1.5],
        'position': [-3, -2, -3.2]
    }
])
.then(() => {
    viewer.start();
});

The addSplatScene() and addSplatScenes() methods will accept the original .ply files, standard .splat files, and my custom .ksplat files.

<br>

Integrating THREE.js scenes

You can integrate your own Three.js scene into the viewer if you want rendering to be handled for you. Just pass a Three.js scene object as the threeScene parameter to the constructor:

import * as GaussianSplats3D from '@mkkellogg/gaussian-splats-3d';
import * as THREE from 'three';

const threeScene = new THREE.Scene();
const boxColor = 0xBBBBBB;
const boxGeometry = new THREE.BoxGeometry(2, 2, 2);
const boxMesh = new THREE.Mesh(boxGeometry, new THREE.MeshBasicMaterial({'color': boxColor}));
boxMesh.position.set(3, 2, 2);
threeScene.add(boxMesh);

const viewer = new GaussianSplats3D.Viewer({
    'threeScene': threeScene,
});
viewer.addSplatScene('<path to .ply, .ksplat, or .splat file>')
.then(() => {
    viewer.start();
});

Currently this will only work for objects that write to the depth buffer (e.g. standard opaque objects). Supporting transparent objects will be more challenging :) <br>

A "drop-in" mode for the viewer is also supported. The DropInViewer class encapsulates Viewer and can be added to a Three.js scene like any other renderable:

import * as GaussianSplats3D from '@mkkellogg/gaussian-splats-3d';
import * as THREE from 'three';

const threeScene = new THREE.Scene();
const viewer = new GaussianSplats3D.DropInViewer({
    'gpuAcceleratedSort': true
});
viewer.addSplatScenes([{
        'path': '<path to .ply, .ksplat, or .splat file>'
        'splatAlphaRemovalThreshold': 5
    },
    {
        'path': '<path to .ply, .ksplat, or .splat file>',
        'rotation': [0, -0.857, -0.514495, 6.123233995736766e-17],
        'scale': [1.5, 1.5, 1.5],
        'position': [0, -2, -1.2]
    }
]);
threeScene.add(viewer);

<br>

Advanced options

The viewer allows for various levels of customization via constructor parameters. You can control when its update() and render() methods are called by passing false for the selfDrivenMode parameter and then calling those methods whenever/wherever you decide is appropriate. You can also use your own camera controls, as well as an your own instance of a Three.js Renderer or Camera The sample below shows all of these options:

import * as GaussianSplats3D from '@mkkellogg/gaussian-splats-3d';
import * as THREE from 'three';

const renderWidth = 800;
const renderHeight = 600;

const rootElement = document.createElement('div');
rootElement.style.width = renderWidth + 'px';
rootElement.style.height = renderHeight + 'px';
document.body.appendChild(rootElement);

const renderer = new THREE.WebGLRenderer({
    antialias: false
});
renderer.setSize(renderWidth, renderHeight);
rootElement.appendChild(renderer.domElement);

const camera = new THREE.PerspectiveCamera(65, renderWidth / renderHeight, 0.1, 500);
camera.position.copy(new THREE.Vector3().fromArray([-1, -4, 6]));
camera.up = new THREE.Vector3().fromArray([0, -1, -0.6]).normalize();
camera.lookAt(new THREE.Vector3().fromArray([0, 4, -0]));

const viewer = new GaussianSplats3D.Viewer({
    'selfDrivenMode': false,
    'renderer': renderer,
    'camera': camera,
    'useBuiltInControls': false,
    'ignoreDevicePixelRatio': false,
    'gpuAcceleratedSort': true,
    `enableSIMDInSort`: true,
    'sharedMemoryForWorkers': true,
    'integerBasedSort': true,
    'halfPrecisionCovariancesOnGPU': true,
    'dynamicScene': false,
    'webXRMode': GaussianSplats3D.WebXRMode.None,
    'renderMode': GaussianSplats3D.RenderMode.OnChange,
    'sceneRevealMode': GaussianSplats3D.SceneRevealMode.Instant,
    'antialiased': false,
    'focalAdjustment': 1.0,
    'logLevel': GaussianSplats3D.LogLevel.None,
    'sphericalHarmonicsDegree': 0,
    `enableOptionalEffects`: false,
    `plyInMemoryCompressionLevel`: 2
    `freeIntermediateSplatData`: false
});
viewer.addSplatScene('<path to .ply, .ksplat, or .splat file>')
.then(() => {
    requestAnimationFrame(update);
});

Since selfDrivenMode is false, it is up to the developer to call the update() and render() methods on the Viewer class:

function update() {
    requestAnimationFrame(update);
    viewer.update();
    viewer.render();
}

Advanced Viewer parameters <br>

ParameterPurpose
selfDrivenModeIf false, tells the viewer that you will manually call its update() and render() methods. Defaults to true.
rendererPass an instance of a Three.js Renderer to the viewer, otherwise it will create its own. Defaults to undefined.
cameraPass an instance of a Three.js Camera to the viewer, otherwise it will create its own. Defaults to undefined.
useBuiltInControlsTells the viewer to use its own camera controls. Defaults to true.
ignoreDevicePixelRatioTells the viewer to pretend the device pixel ratio is 1, which can boost performance on devices where it is larger, at a small cost to visual quality. Defaults to false.
gpuAcceleratedSortTells the viewer to use a partially GPU-accelerated approach to sorting splats. Currently this means pre-computation of splat distances from the camera is performed on the GPU. It is recommended that this only be set to true when sharedMemoryForWorkers is also true. Defaults to false on mobile devices, true otherwise.
enableSIMDInSortEnable the usage of SIMD WebAssembly instructions for the splat sort. Default is true.
sharedMemoryForWorkersTells the viewer to use shared memory via a SharedArrayBuffer to transfer data to and from the sorting web worker. If set to false, it is recommended that gpuAcceleratedSort be set to false as well. Defaults to true.
integerBasedSortTells the sorting web worker to use the integer versions of relevant data to compute the distance of splats from the camera. Since integer arithmetic is faster than floating point, this reduces sort time. However it can result in integer overflows in larger scenes so it should only be used for small scenes. Defaults to true.
halfPrecisionCovariancesOnGPUTells the viewer to use 16-bit floating point values when storing splat covariance data in textures, instead of 32-bit. Defaults to false.
dynamicSceneTells the viewer to not make any optimizations that depend on the scene being static. Additionally all splat data retrieved from the viewer's splat mesh will not have their respective scene transform applied to them by default.
webXRModeTells the viewer whether or not to enable built-in Web VR or Web AR. Valid values are defined in the WebXRMode enum: None, VR, and AR. Defaults to None.
renderModeControls when the viewer renders the scene. Valid values are defined in the RenderMode enum: Always, OnChange, and Never. Defaults to Always.
sceneRevealModeControls the fade-in effect used when the scene is loaded. Valid values are defined in the SceneRevealMode enum: Default, Gradual, and Instant. Default results in a nice, slow fade-in effect for progressively loaded scenes, and a fast fade-in for non progressively loaded scenes. Gradual will force a slow fade-in for all scenes. Instant will force all loaded scene data to be immediately visible.
antialiasedWhen true, will perform additional steps during rendering to address artifacts caused by the rendering of gaussians at substantially different resolutions than that at which they were rendered during training. This will only work correctly for models that were trained using a process that utilizes this compensation calculation. For more details: https://github.com/nerfstudio-project/gsplat/pull/117, https://github.com/graphdeco-inria/gaussian-splatting/issues/294#issuecomment-1772688093
focalAdjustmentHacky, non-scientific parameter for tweaking focal length related calculations. For scenes with very small gaussians & small details, increasing this value can help improve visual quality. Default value is 1.0.
logLevelVerbosity of the console logging. Defaults to GaussianSplats3D.LogLevel.None.
sphericalHarmonicsDegreeDegree of spherical harmonics to utilize in rendering splats (assuming the data is present in the splat scene). Valid values are 0, 1, or 2. Default value is 0.
enableOptionalEffectsWhen true, allows for usage of extra properties and attributes during rendering for effects such as opacity adjustment. Default is false for performance reasons. These properties are separate from transform properties (scale, rotation, position) that are enabled by the dynamicScene parameter.
plyInMemoryCompressionLevelLevel to compress .ply files when loading them for direct rendering (not exporting to .ksplat). Valid values are the same as .ksplat compression levels (0, 1, or 2). Default is 2.
freeIntermediateSplatDataWhen true, the intermediate splat data that is the result of decompressing splat bufffer(s) and used to populate data textures will be freed. This will reduces memory usage, but if that data needs to be modified it will need to be re-populated from the splat buffer(s). Defaults to false.
splatRenderModeDetermine which splat rendering mode to enable. Valid values are defined in the SplatRenderMode enum: ThreeD and TwoD. ThreeD is the original/traditional mode and TwoD is the new mode described here: https://surfsplatting.github.io/
<br>

Creating KSPLAT files

To convert a .ply or .splat file into the stripped-down and compressed .ksplat format, there are several options. The easiest method is to use the UI in the main demo page at http://127.0.0.1:8080/index.html. If you want to run the conversion programatically, run the following in a browser:

import * as GaussianSplats3D from '@mkkellogg/gaussian-splats-3d';

const compressionLevel = 1;
const splatAlphaRemovalThreshold = 5; // out of 255
const sphericalHarmonicsDegree = 1;
GaussianSplats3D.PlyLoader.loadFromURL('<path to .ply or .splat file>',
                                        compressionLevel,
                                        splatAlphaRemovalThreshold,
                                        sphericalHarmonicsDegree)
.then((splatBuffer) => {
    GaussianSplats3D.KSplatLoader.downloadFile(splatBuffer, 'converted_file.ksplat');
});

Both of the above methods will prompt your browser to automatically start downloading the converted .ksplat file.

The third option is to use the included nodejs script:

node util/create-ksplat.js [path to .PLY or .SPLAT] [output file] [compression level = 0] [alpha removal threshold = 1] [scene center = "0,0,0"] [block size = 5.0] [bucket size = 256] [spherical harmonics level = 0]

For the nodejs script, it may be necessary to increase the heap size for larger scenes. Use the parameter --max-old-space-size=[heap size in MB] to do so:

node util/create-ksplat.js --max-old-space-size=8192 [... remaining arguments]

Currently supported values for compressionLevel are 0, 1, or 2. 0 means no compression and 1 means compression of scale, rotation, position, and spherical harmonics coefficient values from 32-bit to 16-bit. 2 is similar to 1 except spherical harmonics coefficients are compressed to 8-bit.

<br>

CORS issues and SharedArrayBuffer

By default, the Viewer class uses shared memory (via a typed array backed by a SharedArrayBufffer) to communicate with the web worker that sorts the splats. This mechanism presents a potential security issue that is outlined here: https://web.dev/articles/cross-origin-isolation-guide. Shared memory can be disabled by passing false for the sharedMemoryForWorkers parameter to the constructor for Viewer, but if you want to leave it enabled, a couple of extra CORS HTTP headers need to be present in the response from the server that is sent when loading the application. Without those headers set, you might see an error like the following in the debug console:

"DOMException: Failed to execute 'postMessage' on 'DedicatedWorkerGlobalScope': SharedArrayBuffer transfer requires self.crossOriginIsolated."

For the local demo I created a simple HTTP server (util/server.js) that sets those headers:

response.setHeader("Cross-Origin-Opener-Policy", "same-origin");
response.setHeader("Cross-Origin-Embedder-Policy", "require-corp");

CORS with Apache

For Apache, you can edit the .htaccess file to allow CORS by adding the lines:

Header add Cross-Origin-Opener-Policy "same-origin"
Header add Cross-Origin-Embedder-Policy "require-corp"

Additionally you may need to require a secure connection to your server by redirecting all access via http:// to https://. In Apache this can be done by updating the .htaccess file with the following lines:

RewriteEngine On
RewriteCond %{HTTPS} off
RewriteRule (.*) https://%{HTTP_HOST}%{REQUEST_URI} [R,L]

CORS with Vite

For Vite, one popular option is to install the vite-plugin-cross-origin-isolation plugin via npm and then add the following to your vite.config.js file.

import { defineConfig } from "vite";

export default defineConfig({
  plugins: [
    {
      name: "configure-response-headers",
      configureServer: (server) => {
        server.middlewares.use((_req, res, next) => {
          res.setHeader("Cross-Origin-Embedder-Policy", "require-corp");
          res.setHeader("Cross-Origin-Opener-Policy", "same-origin");
          next();
        });
      },
    },
  ],
});

There are other ways to configure Vite to handle this referenced in issue #41.