Comments (3)
Opaque objects will properly occlude gaussian splats, but that's about it. I documented it some more: https://github.com/aras-p/UnityGaussianSplatting/blob/main/Doc/render-pipeline-integration.md#how-do-gaussians-interact-with-regular-rendering
from unitygaussiansplatting.
Thank you very much for your reply!
I'm interested in unity, but I don't have any experience with unity at the moment, so your explanation leaves some doubts for me:
- Regarding the interaction between Gaussian and conventional rendering, do you mean that in the scene, Unity’s built-in opaque objects and Gaussian objects will all be rendered under the current camera perspective? Then use the depth test to determine the occlusion relationship between opaque objects and Gaussian objects?
- What does it mean that Gaussian are rendered before all transparencies? I'm new to computer graphics and I'm sorry to ask you such a question
- Is it possible to add dynamic assets to the current 3d Gaussian scene?
- You mentioned: "GaussianSplatRenderer objects are rendered after all opaque objects and skybox is rendered, and are tested against Z buffer. ", I would like to know where the specific implementation code is.
Looking forward to your reply!
from unitygaussiansplatting.
- The camera renders opaque objects, that fills the Z buffer (as in any regular rendering). Then gaussians are rendered, and if they are occluded by the Z buffer, then they are occluded.
- Means exactly what it says. First all opaque objects are rendered, then skybox, then gaussians, then all transparent objects.
- Yes, but also depends on what you mean by dynamic assets.
All in all, TBH sounds like you first need to read up about how realtime rendering is commonly done, and then read about how render pipeline works in unity. Once you know that, the answers to all of these questions are kinda obvious.
I'd be willing to provide exactly zero support in this project, especially about questions that are about computer graphics education.
from unitygaussiansplatting.
Related Issues (20)
- Exported ply has no colors HOT 2
- IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 19. HOT 1
- IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 19. HOT 2
- splat render looks weird on vr HOT 1
- PLY import: support non-standard data ordering (e.g. scaniverse) HOT 8
- Rendering: non-standard projection matrix with non-full viewport does not render correctly HOT 2
- Question of Unity in MacOS HOT 4
- PLY vertex size mismatch,expected 248 but file has 236 HOT 1
- Sort not working on Android devices, Quest 3 and Lenovo A3 HOT 21
- Cannot find GaussianSplat in object hierarchy in Unity on macOS HOT 2
- Display anomaly in Iphone14 HOT 4
- How to edit Gaussian splats HOT 2
- Shader error in 'SplatUtilities': undeclared identifier 'WaveGetLaneCount' HOT 1
- Support for mobile device HOT 1
- How to export Gaussian Splats HOT 1
- PLY {filePath} read error: currently files larger than 2GB are not supported HOT 1
- Platforms: Does not work on Vision Pro Simulator HOT 1
- Rendering order issue HOT 1
- Scene size limit HOT 1
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