Hi, I am very pleased with this recently posted feature.
I think this will make the quality of gaussian splatting extremely high.
At the moment I can see the SH Bands feature in supersplat.
Will we be able to use SH Bands in the playcanvas editor in the future?
Hi @mmm_nnn,
Yes we will probably add support for SH in the engine itself. At that point we’d also add support to the compressed format since the data is huge.
Would you mind creating a feature request issue on the engine repo so we can gauge the demand and keep track of progress?
Thanks!
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The current SH rendering results are very nice.
Currently, SH is not compressed and PLY is used as is. is there a possibility that SH will be compressed as well?
Or is it better to generate the optimal splat with SH level 0 as a final solution for quality and memory cost?
There is a plan to update the compressed format to include SH, but that has not been done yet unfortunately.
For now, the options are:
- train GS with SH and use uncompressed ply (best quality, largest size)
- train GS without SH and use compressed format (great quality, small size)
- train GS with SH, but export it to compressed format. This strips out SH from the file. (not great quality, as ideally what you train matching rendering, and so this path is not recommended).
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@mvaligursky
Thanks for explaining.
Is it possible with some of the current software to generate an optimal splat with the assumption of no SH.
postshot does not support it.
The original Inria code base supports it: GitHub - graphdeco-inria/gaussian-splatting: Original reference implementation of "3D Gaussian Splatting for Real-Time Radiance Field Rendering"
But I understand this is not something easy to use.
I’m not sure about easy to use options to be honest. Any ideas @slimbuck ?
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