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Regarding suggestions for the API interface #149
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Is it possible to achieve some rendering effects similar to those in the image below by adjusting certain parameters or providing interface methods? For example, tweaking the model's perspective to generate an image resembling a sketch effect that I personally like—how cool would that be! |
Functions like As far as mimicking the effects in the above pictures, I imagine there are all kinds of cool effects I could enable if I spent some time experimenting, or looked into what others have done with GS renderers, it's really just a matter of having the time to do so :) |
"normal mode" refers to the current completed effect, while "Point cloud mode" refers to a display in a point-like manner, similar to the top left image above, or the appearance of a point model as initially shown by Luma. The reason for this request is mainly because in large scene displays, it can provide a focusing effect (rendering areas of non-focus in a point-like manner), reduce model file sizes, or significantly improve rendering performance. |
+1 for I see |
Yeah |
In the current version v0.3.8, pressing the 'P' key switches to PointCloudMode, but there is currently no transition effect during the switch, which can feel rather abrupt. |
You'd have to modify the shader for GaussianSplats3D/src/SplatMesh.js Line 303 in 5c1fd4d
Basically you'd want to interpolate between using eigen-values calculated from the covariances and the hard-coded eigen-values for point-cloud mode (0.2) over some time interval. BTW 0.2 was chosen arbitrarily, both eigen-values just needed to be equal to each for point-cloud mode. |
Thanks for your response, after continuous experimentation I can finally see the result with splat. But it doesn't seem to work with ksplat, the values of both visibleRegionFadeStartRadius and visibleRegionRadius are always 0. Does ksplat not support the transition effect of the ever-expanding radius? |
the ksplat converted in version 0.4.0 is ok, please ignore this. |
The current transition approach seems to prioritize the outward spread of a radius from a horizontal center point, without considering height. For example, a table would load from the base upwards, while the tabletop would load later, which can feel unnatural. Similarly, for a building, the rooftop would load later. Would it be possible to incorporate height into the consideration, such that loading within the same radius prioritizes height? |
The reason I chose the approach to revealing the scene is that it matches the way splats are physically organized in The code that performs the current splat arrangement is here:
You'd have to add a new function to achieve your own desired organization, and then update the relevant parts of the code to use it, as well as add the aforementioned flag specifiying organization method to the So it definitely wouldn't be a trivial amount of work, but it's certainly doable :) |
Considering only one scene, how to get the maximum height and set it to sceneCenter? If set in this way, I think it may be possible to display it progressively from high to low, and the file structure of the model does not need to be changed. |
Modifying // SplatMesh.js
- float centerDist = length(splatCenter - sceneCenter);
+ float centerDist = length(vec3(splatCenter.x, 0.0, splatCenter.z)- sceneCenter); |
Please consider incorporating additional methods into the interface to enable control over various rendering effects as needed through coding.
For example:
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