SIGGRAPH 2023 had a paper "3D Gaussian Splatting for Real-Time Radiance Field Rendering" by Kerbl, Kopanas, Leimkühler, Drettakis that looks pretty cool! Check out their website, source code repository, data sets and so on.
I've decided to try to implement the realtime visualization part (i.e. the one that takes already-produced gaussian splat "model" file) in Unity.
The original paper code has a purely CUDA-based realtime renderer; other people have done their own implementations (e.g. WebGPU at cvlab-epfl, Taichi at wanmeihuali, etc.).
Code in here so far is randomly cribbled together from reading the paper (as well as earlier literature on EWA splatting), looking at the official CUDA implementation, and so on. Current state:
- The code does not use the "tile-based splat rasterizer" bit from the paper; it just draws each gaussian splat as a screenspace aligned rectangle that covers the extents of it.
- Splat color accumulation is done by rendering front-to-back, with a blending mode that results in the same accumulated color as their tile-based renderer.
- Splat sorting is done with a AMD FidelityFX derived radix sort, or (on DX11) with a GPU bitonic sort that is lifted from Unity HDRP codebase.
This is not a fast implementation yet!
- Within Unity (2022.3), there's a
Scene.unity
that has aGaussianSplatRenderer
script attached to it.- The project defaults to DX12 on Windows, since then it can use a faster GPU sorting routine. DX11 should also work, at expense of performance.
- Metal and Vulkan also use the faster sorting approach.
- You need to point it to a "model" directory. The model directory is expected to contain
cameras.json
andpoint_cloud/iteration_7000/point_cloud.ply
inside of it.- Since the models are quite large, I have not included any in this Github repo. The original paper github page has a a link to 14GB zip of their models.
- Press play.
- The gaussian splat renderer component inspector will have a slider to move the game view camera into one of the cameras from the model directory. Or you can just move the game/scene view camera however you please.
- There are also various controls in the script to debug or visualize the data.
Wishlist that I may or might not do at some point:
- Make rendering faster (actual tiled compute shader rasterizer)
- Look at ways to make the data sets smaller (both on-disk and in-memory)
- Integrate better with "the rest" of rendering that might be in the scene (BiRP)
- Maybe look at making it work in URP/HDRP? Not sure yet
- Make sorting faster (bitonic -> FidelityFX radix sort)
My own blog posts about all this (so far... not that many!):
- Gaussian Splatting is pretty cool! (2023 Sep)
"bicycle" scene from the paper, with 6.1M splats and first camera in there, rendering at 1200x800 resolution:
- Windows (NVIDIA RTX 3080 Ti):
- Official SBIR viewer: 7.4ms (135FPS). 4.8GB VRAM usage.
- Unity, DX12 or Vulkan: 13.4ms (75FPS) - 10.1ms rendering, 3.3ms sorting. 2.1GB VRAM usage.
- Unity, DX11: 21.8ms (46FPS) - 9.9ms rendering, 11.9ms sorting.
- Mac (Apple M1 Max):
- Unity, Metal: 80.6ms (12FPS) - with FidelityFX GPU sort.
- Unity, Metal: 108ms (9FPS) - with bitonic GPU sort.
- zanders3/json, MIT license, (c) 2018 Alex Parker.
- "Island" GPU sorting code adapted from Tim Gfrerer blog post.
- "Ffx" GPU sorting code is AMD FidelityFX ParallelSort, ported to Unity by me.