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Junya Kuwada
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Junya Kuwada
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Sep 28, 2023
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MIT License | ||
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Copyright (c) 2023 Kevin Kwok, Junya Kuwada | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<script src="https://aframe.io/releases/1.4.2/aframe.min.js"></script> | ||
<meta charset="utf-8" /> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no"/> | ||
</head> | ||
<body style="background: black;"> | ||
<a-scene loading-screen="enabled: false" renderer="maxCanvasWidth: -1;antialias: false;precision: low;" light="defaultLightsEnabled: false" vr-mode-ui="enabled: false"> | ||
<a-entity 3d_gaussian_splatting position="0 0 -3.0"></a-entity> | ||
<a-entity id="camera" camera="active: true;fov: 45;near:0.1;far:200.0;" look-controls wasd-controls></a-entity> | ||
</a-scene> | ||
<script src="viewer.js?"></script> | ||
</body> | ||
</html> |
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AFRAME.registerComponent("3d_gaussian_splatting", { | ||
init: function () { | ||
this.el.sceneEl.renderer.setPixelRatio(1); | ||
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fetch("train.splat") | ||
.then((data) => data.blob()) | ||
.then((res) => res.arrayBuffer()) | ||
.then((buffer) => { | ||
let size = new THREE.Vector2(); | ||
this.el.sceneEl.renderer.getSize(size); | ||
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const camera_el = document.getElementById("camera"); | ||
const focal = (size.y / 2.0) / Math.tan(camera_el.components.camera.data.fov / 2.0 * Math.PI / 180.0); | ||
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const geometry = new THREE.PlaneGeometry( 2, 2); | ||
const material = new THREE.ShaderMaterial( { | ||
uniforms : { | ||
"viewport": {value: new Float32Array([size.x, size.y])}, | ||
"focal": {value: focal}, | ||
}, | ||
vertexShader: ` | ||
varying vec4 vColor; | ||
varying vec3 vConic; | ||
varying vec2 vCenter; | ||
uniform vec2 viewport; | ||
uniform float focal; | ||
vec3 compute_cov2d(vec4 center){ | ||
mat3 Vrk = mat3(instanceMatrix); | ||
vec4 t = modelViewMatrix * center; | ||
vec2 lims = 1.3 * 0.5 * viewport / focal; | ||
t.xy = min(lims, max(-lims, t.xy / t.z)) * t.z; | ||
mat3 J = mat3( | ||
focal / t.z, 0., -(focal * t.x) / (t.z * t.z), | ||
0., focal / t.z, -(focal * t.y) / (t.z * t.z), | ||
0., 0., 0. | ||
); | ||
mat3 W = transpose(mat3(modelViewMatrix)); | ||
mat3 T = W * J; | ||
mat3 cov = transpose(T) * transpose(Vrk) * T; | ||
return vec3(cov[0][0] + 0.3, cov[0][1], cov[1][1] + 0.3); | ||
} | ||
void main () { | ||
vec4 center = vec4(instanceMatrix[3][0], instanceMatrix[3][1], instanceMatrix[3][2], 1); | ||
vec4 camspace = modelViewMatrix * center; | ||
vec4 pos2d = projectionMatrix * mat4(1,0,0,0,0,-1,0,0,0,0,1,0,0,0,0,1) * camspace; | ||
vec3 cov2d = compute_cov2d(center); | ||
float det = cov2d.x * cov2d.z - cov2d.y * cov2d.y; | ||
vec3 conic = vec3(cov2d.z, cov2d.y, cov2d.x) / det; | ||
float mid = 0.5 * (cov2d.x + cov2d.z); | ||
float lambda1 = mid + sqrt(max(0.1, mid * mid - det)); | ||
float lambda2 = mid - sqrt(max(0.1, mid * mid - det)); | ||
vec2 v1 = 7.0 * sqrt(lambda1) * normalize(vec2(cov2d.y, lambda1 - cov2d.x)); | ||
vec2 v2 = 7.0 * sqrt(lambda2) * normalize(vec2(-(lambda1 - cov2d.x),cov2d.y)); | ||
float r = floor(instanceColor.r * 255.0)/255.0; | ||
float a = (instanceColor.r - r)*256.0; | ||
vColor = vec4(r, instanceColor.g, instanceColor.b, a); | ||
vConic = conic; | ||
vCenter = vec2(pos2d) / pos2d.w; | ||
gl_Position = vec4(vec2(vCenter + position.x * (position.x * position.y < 0.0 ? v1 : v2) / viewport), pos2d.z / pos2d.w, 1); | ||
} | ||
`, | ||
fragmentShader: ` | ||
varying vec4 vColor; | ||
varying vec3 vConic; | ||
varying vec2 vCenter; | ||
uniform vec2 viewport; | ||
void main () { | ||
vec2 d = (vCenter - 2.0 * (gl_FragCoord.xy/viewport - vec2(0.5, 0.5))) * viewport * 0.5; | ||
float power = -0.5 * (vConic.x * d.x * d.x + vConic.z * d.y * d.y) - vConic.y * d.x * d.y; | ||
if (power > 0.0) discard; | ||
float alpha = min(0.99, vColor.a * exp(power)); | ||
if(alpha < 0.02) discard; | ||
gl_FragColor = vec4(alpha * vColor.rgb, alpha); | ||
// gl_FragColor = vec4(1,0,0,1); | ||
} | ||
` | ||
} ); | ||
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material.blending = THREE.CustomBlending; | ||
material.blendEquation = THREE.AddEquation; | ||
material.blendSrc = THREE.OneMinusDstAlphaFactor; | ||
material.blendDst = THREE.OneFactor; | ||
material.blendSrcAlpha = THREE.OneMinusDstAlphaFactor; | ||
material.blendDstAlpha = THREE.OneFactor; | ||
material.depthTest = false; | ||
material.needsUpdate = true; | ||
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window.addEventListener('resize', () => { | ||
let size = new THREE.Vector2(); | ||
this.el.sceneEl.renderer.getSize(size); | ||
const camera_el = document.getElementById("camera"); | ||
const focal = (size.y / 2.0) / Math.tan(camera_el.components.camera.data.fov / 2.0 * Math.PI / 180.0); | ||
material.uniforms.viewport.value[0] = size.x; | ||
material.uniforms.viewport.value[1] = size.y; | ||
material.uniforms.focal.value = focal; | ||
}); | ||
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const rowLength = 3 * 4 + 3 * 4 + 4 + 4; | ||
let vertexCount = Math.floor(buffer.byteLength / rowLength); | ||
const f_buffer = new Float32Array(buffer); | ||
const u_buffer = new Uint8Array(buffer); | ||
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let depthMix = new BigInt64Array(vertexCount); | ||
const indexMix = new Uint32Array(depthMix.buffer); | ||
for (let j = 0; j < vertexCount; j++) { | ||
indexMix[2 * j] = j; | ||
} | ||
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const floatMix = new Float32Array(depthMix.buffer); | ||
const view = camera_el.object3D.matrixWorld; | ||
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for (let j = 0; j < vertexCount; j++) { | ||
let i = indexMix[2 * j]; | ||
floatMix[2 * j + 1] = | ||
10000 + | ||
view.elements[2] * f_buffer[8 * i + 0] + | ||
view.elements[6] * f_buffer[8 * i + 1] + | ||
view.elements[10] * f_buffer[8 * i + 2]; | ||
} | ||
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depthMix.sort(); | ||
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let iMesh = new THREE.InstancedMesh(geometry, material, vertexCount); | ||
for (let j = 0; j < vertexCount; j++) { | ||
const i = indexMix[2 * j]; | ||
let quat = new THREE.Quaternion( | ||
(u_buffer[32 * i + 28 + 1] - 128) / 128.0, | ||
(u_buffer[32 * i + 28 + 2] - 128) / 128.0, | ||
-(u_buffer[32 * i + 28 + 3] - 128) / 128.0, | ||
(u_buffer[32 * i + 28 + 0] - 128) / 128.0, | ||
); | ||
let quat2 = new THREE.Quaternion( | ||
(u_buffer[32 * i + 28 + 0] - 128) / 128.0, | ||
(u_buffer[32 * i + 28 + 1] - 128) / 128.0, | ||
(u_buffer[32 * i + 28 + 2] - 128) / 128.0, | ||
(u_buffer[32 * i + 28 + 3] - 128) / 128.0, | ||
); | ||
let center = new THREE.Vector3( | ||
f_buffer[8 * i + 0], | ||
f_buffer[8 * i + 1], | ||
-f_buffer[8 * i + 2] | ||
); | ||
let color = new THREE.Color( | ||
u_buffer[32 * i + 24 + 0] / 255 + u_buffer[32 * i + 24 + 3] / 255 / 256.0, | ||
u_buffer[32 * i + 24 + 1] / 255, | ||
u_buffer[32 * i + 24 + 2] / 255, | ||
); | ||
let scale = new THREE.Vector3( | ||
f_buffer[8 * i + 3 + 0], | ||
f_buffer[8 * i + 3 + 1], | ||
f_buffer[8 * i + 3 + 2] | ||
); | ||
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let mtx = new THREE.Matrix4(); | ||
mtx.makeRotationFromQuaternion(quat); | ||
mtx.transpose(); | ||
mtx.scale(scale); | ||
mtx.transpose(); | ||
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let mtx_t = mtx.clone() | ||
mtx_t.transpose(); | ||
mtx.premultiply(mtx_t); | ||
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mtx.setPosition(center); | ||
iMesh.setMatrixAt(j, mtx) | ||
iMesh.setColorAt(j, color); | ||
} | ||
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iMesh.frustumCulled = false; | ||
iMesh.instanceMatrix.needsUpdate = true; | ||
iMesh.instanceColor.needsUpdate = true; | ||
this.el.object3D.add(iMesh); | ||
}); | ||
}, | ||
tick: function() { | ||
} | ||
}); |