Show HN: 3DGS.cpp – performant, cross platform Gaussian Splatting with Vulkan
This started out when I was exploring rendering radiance fields in real-time for standalone VR and AR headsets. I was frustrated by the lack of performant, yet non-CUDA, implementations. Also, this would be a good excuse to learn about compute pipelines in Vulkan.
Right now, the renderer runs on Windows, Linux, macOS, iOS, and visionOS (as an iPad app). OpenXR support and an immersive visionOS app are coming soon. Training is also WIP. As we’re seeing the industry adopt research in Gaussian Splatting at a fast pace, I hope this makes it easier for folks implementing Gaussian Splatting or variants in their products.
Would love to hear your feedback!
For more context, see previous HN discussions on Gaussian Splatting:
https://news.ycombinator.com/item?id=39120016
https://news.ycombinator.com/item?id=38576974
Comments URL: https://news.ycombinator.com/item?id=39738561
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