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xx-splat - 3D Gaussian Splatting for Real-Time Radiance Field Rendering #3171
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@Seyedof check these articles too: Also need to find one or few smaller in data-size data sets for example. We don't want to bloat repo with 40+MiB data sets. For example these data sets are around 13MiB each: |
@bkaradzic There's also a workaround, I can fetch the splat file from http instead of local file system, no need to put it inside repo. |
Yeah, simple is better for examples.
I would avoid this because it's not guaranteed to be available in the future. |
@bkaradzic |
What's the issue with D3D? Where is your branch? I can take a look. |
What about Vulkan? I thought OpenGL support was EoL |
@bkaradzic Sorry I was too busy in past two weeks, just pushed my changes to a fork, here you can see it: https://github.com/Seyedof/bgfx-gaussian It works in both OpenGL and Vulkan and I assume it works for all the OGL brid (like WebGL,...) as well, but not on Direct3D family. This code needs a final minor cleanup pass to create a PR/MR on bgfx upstream, please take a look into it and let me know if you figure out how to fix d3d problem and I will fix it quickly and raise a PR. To my understanding the problem might come from difference in D3D and GL matrix layout or the dynamic vertex buffer is not uploaded correctly or per-instance vertex layout is not right (based on some experiments I ran). |
D3D doesn't work because semantics used for instanced data here:
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Thanks it worked after fixing this and with some more changes in shader, will clean up the code and raise a PR shortly. |
Few other things I noticed:
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Port WebGL 3D Gaussian Splatting technique to bgfx as an example:
https://github.com/antimatter15/splat
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