Show HN: Spark, An advanced 3D Gaussian Splatting renderer for Three.js

5 days ago (sparkjs.dev)

I'm the co-creator and maintainer of https://aframe.io/ and long time Web 3D graphics dev.

Super excited about new techniques to author / render / represent 3D. Spark is a an open source library to easily integrate Gaussian splats in your THREE.js scene I worked with some friends and I hope you find useful.

Looking forward to hearing what features / rendering techniques you would love to see next.

Super impressive looking demo, works well on my older iphone.

As an only-dabbling-hobbiest game developer who lacks a lot of 3d programming knowledge, the only feedback I can offer is you might perhaps define what "Gaussian Splatting" is somewhere on the github or the website. Just the one-liner from wikipedia helps me get more excited about the project and potential uses: Gaussian splatting is a volume rendering technique that deals with the direct rendering of volume data without converting the data into surface or line primitives.

Super high performance clouds and fire and smoke and such? Awesome!

The food scans demo ("Interactivity" examples section) is incredible. Especially Mel's Steak Sandwich looking into the holes in the bread.

The performance seems amazingly good for the apparent level of detail, even on my integrated graphics laptop. Where is this technique most commonly used today?

This is cool also BabylonJS has nice gaussian splat support as well: https://doc.babylonjs.com/features/featuresDeepDive/mesh/gau...

  • BabylonJS and the OP's own Aframe [1] seem to have similar licenses, similar number of Github stars and forks, although Aframe seems newer and more game / VR focused.

    How do Babylon, Aframe, Three.js, and PlayCanvas [2] compare from those that have used them?

    IIUC, PlayCanvas is the most mature, featureful, and performant, but it's commercial. Babylon is the featureful 3D engine, whereas Three.js is fairly raw. Though it has some nice stuff for animation, textures, etc., you're really building your own kit.

    Any good experiences (or bad) with any of these?

    OP, your demo is rock solid! What's the pitch for Aframe?

    How do you see the "gaussian splat" future panning out? Will these be useful for more than visualizations and "digital twins" (in the industrial setting)? Will we be editing them and animating them at any point in the near future? Or to rephrase, when (or will) they be useful for the creative and gaming fields?

    [1] https://github.com/aframevr/aframe

    [2] https://playcanvas.com/

    • A-Frame is an entity component system on top of THREE.js that uses the DOM as a declarative layer for the scene graph. It can be manipulated using the standard APIs and tools that Web developers are used to. Initial target was onboarding Web devs into 3D but found success beyond. The super low barrier of entry (hello world below) without sacrificing functionality made it very popular for people learning programming / 3D (part of the curriculum in many schools / universities) and in advanced scenarios (moonrider.xyz ~100k MAUs (300k MAUs at peak) most popular WebXR content to date is made with A-Frame)

      One of the Spark goals is exploring applications of 3D Gaussian Splatting. I don't have all the answers yet but already compelling use cases quickly developing. e.g photogrammetry / scanning where splats represent high frequency detail in an appealing and relatively compact way as you can see in one of the demos (https://sparkjs.dev/examples/interactivity/index.html). There are great examples of video capture already (https://www.4dv.ai/). Looking forward to seeing new applications as we figure out better compression, streaming, relighting, generative models, LOD...

      A-Frame hello world

      <html> <head> <script src="https://aframe.io/releases/1.7.1/aframe.min.js"></script> </head> <body> <a-scene> <a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box> </a-scene> </body> </html>

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    • When you say that PlayCanvas is commercial, that's a little misleading. The PlayCanvas Engine (analogous to Three.js and Babylon.js) is free and open source (MIT). The PlayCanvas Engine is where you'll find all the cool 3DGS tech. There are two further frameworks that wrap the Engine (for those that prefer to use a declarative interface): PlayCanvas Web Components and PlayCanvas React. Again, both of these are free and open source (MIT). Only the PlayCanvas Editor (analogous to a browser-based Unity) has optional payment plans (for those that want to create private projects).

      PlayCanvas Engine: https://github.com/playcanvas/engine

      PlayCanvas Web Components: https://github.com/playcanvas/web-components

      PlayCanvas React: https://github.com/playcanvas/react

    • Did a test study in BabylonJS, and generally the subset of compatible features is browser specific.

      The good:

      1. Blender plugin for baked mesh animation export to stream asset is cool

      2. the procedural texture tricks combined with displacement maps mean making reasonable looking in game ocean/water possible with some tweaking

      3. adding 2D sprite swap out for distant objects is trivial (think Paper Mario style)

      The bad:

      1. burns gpu vram far faster than normal engines (dynamic paint bloats up fast when duplicating aliases etc. )

      2. JS burns CPU cycles, but the wasm support is reasonable for physics/collision

      3. all resources are exposed to end users (expect unsophisticated cheaters/cloners)

      The ugly:

      1. mobile gpu support on 90% of devices is patchwork

      2. baked lighting ymmv (we tinted the gpu smoke VFX to cheat volumetric scattering)

      3. in browser games essentially combine the worst aspects of browser memory waste, and security sandbox issues (audio sync is always bad in browser games)

      Anecdotally, I would only recommend the engine for server hosted transactional games (i.e. cards or board games could be a good fit.)

      Otherwise, if people want something that is performant, and doesn't look awful.... Than just use the Unreal engine, and hire someone that mastered efficient shader tricks. =3

      6 replies →

Very very cool.

Do you have any insights into the current performance bottlenecks? Especially around dynamic scenes. That particle simulation one seems to struggle but then improves dramatically when the camera is rotated, implying the static background is much heavier than it appears.

And as a counterpoint to the bottlenecks, that Sierpinski pyramid, procedurally, is brilliant.

  • Number of splats in the scene and distribution have an impact on performance. Probably in your case you turned the camera in a direction with less splats. There's definitely work to do to deliver consistent performance. We'll probably look into an LOD system next.

I'm still highly skeptical of gaussian splatting as anything more than a demo. The files are too large. The steak sandwich is 12meg (as just one example)

There was a guassain splat based Matterport port clone at least year's siggraph. To view a 2 bedroom apartment required streaming 1.5gig

Cool demo

  • Thanks! Notice 12MB steak sandwich is the biggest of them all. Rest are < 10MB and several of those very compelling in the 1-3MB range (e.g: Iberico Sandwich 1MB, Clams and Caviar 1.8MB).

    Fancier compression methods are coming (e.g SOGS). This is 30MB!

    https://vincentwoo.com/3d/sutro_tower/

    • How much of the huge file size is because you need tons of splats to simulate a hard surface? Conceptually the splats seems flawed because gaussians don't have hard edges - they literally go to infinity in all directions, just at vanishingly small densities. So practically everybody cuts them off at 3 sigma or something, which covers 99.7% of the volume. But real-world objects have hard edges, and splats don't.

      Would the format work better if you made that cut-off at something like 1 sigma instead? Then instead of these blurry blobs you'd effectively be rendering ovals with hard edges. I speculate out loud that maybe you could get a better render with fewer hard-edged ovals than tons of blurry blobs.

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  • Large file sizes are mostly to store spherical harmonics coefficients which is a fixable problem.

Cool work, but I have to say the performance is pretty bad in Firefox on my laptop with an Nvidia RTX A3000 GPU. There are enough shader cores here to cause first degree burns.

Can I run around with my phone, and capture some Gaussian Splats of... grass... bushes... dirt...

And then select one-meter square patches of land... and one-meter cubes of spots with bushes...

And then make a "Minecraft-looking" world, repeating the grass block all over the place, with occasional dirt and bushes?

I'm guessing I'd need some pretty beefy hardware to render thousands of blocks...

  • You definitely could prototype something like that. Would be really cool to see.

Wish I could see this! My iPhone 16 blocked viewing because of, I think, expired certificate. At least, that’s the error I think I got initially and now it just says the page belongs to a category that is blocked. :(

  • Strange. I also have an iPhone I haven’t seen any issues. Are you using a different browser than Safari or any particular configuration?

That interactive demo on the front page running perfectly fine on my Pixel 7 was pretty sick!

How do you do the rendering? Is it sorted (radix?) instances? Do you amortize the sorting over a couple frames? Or use some bin sorting? Are you happy with the performance?

  • Yes, Spark does instanced rendering of quads, one covering each Gaussian splat. The sorting is done by 1) calculating sort distance for every splat on the GPU, 2) reading it back to the CPU as float16s, 3) doing a 1-pass bucket sort to get an ordering of all the splats from back to front.

    On most newer devices the sorting can happen pretty much every frame with approx 1 frame latency, and runs in parallel on a Web Worker. So the sorting itself has minimal performance impact, and because of that Spark can do fully dynamic 3DGS where every splat can move independently each frame!

    On some older Android devices it can be a few frames worth of latency, and in that case you could say it's amortized over a few frames. But since it all happens in parallel there's no real impact to the overall rendering performance. I expect for most devices the sorting in Spark is mostly a solved problem, especially with increasing memory bandwidth and shared CPU-GPU memory.

    • If you say 1 pass bucket sorting.. I assume you do sort the buckets as well?

      I've implemented a radix sort on GPU to sort the splats (every frame).. and I'm not quite happy with performance yet. A radix sort (+ prefix scan) is quite involved with lot's of dedicated hierarchical compute shaders.. I might have to get back to tune it.

      I might switch to float16s as well, I'm a bit hesitant, as 1 million+ splats, may exceed the precision of halfs.

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We seem to have to poles: extreme realism, and extremely minimalistic pixel art. I prefer the second camp. But your project looks really important in the first camp.

  • Thanks! It works for both! An under-explored area is converting into splats assets created in “traditional” ways (e.g blender). Better visual results in some scenarios (high freq detail). See the furry logo in the homepage carousel.

What's the difference in this and and .obj render? Does gaussian produce a different format?

  • obj is traditional geometry (vertices, triangles). gaussian splats is a different way to represent 3D information (simplifying. it's a point cloud where each point it's an ellipsoid with view dependent color)

The demos look great! I imagine it's not pure javascript. Are you using webgpu?

  • The WebGL API is based on the OpenGL ES standard, which jettisoned a lot of the procedural pipeline calls that made it easy to write CPU-bound 3D logic.

    The tradeoff is initial complexity (your "hello world" for WebGL showing one object will include a shader and priming data arrays for that shader), but as consequence of design the API sort of forces more computation into the GPU layer, so the fact JavaScript is driving it matters very little.

    THREE.js adds a nice layer of abstraction atop that metal.

    • Spark allows you to construct compute graphs at runtime in Javascript and have them compiled and run on the GPU and not be bound by the CPU: https://sparkjs.dev/docs/dyno-overview/

      WebGL2 isn't the best graphics API, but it allows anyone to write Javascript code to harness the GPU for compute and rendering, and run on pretty much any device via the web browser. That's pretty amazing IMO!

any chance this will support the video style 3d gaussian splats?

  • Yes. We have demos working already. Those 3D gaussian videos (or 4D that some people call) are really big so we're figuring out what's the best way to distribute and make it a great experience.

    • great to hear as a note, how the heck do they record them is it literally multiple camera points recording many videos and then synced?

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hey @dmarcos! Congrats on the launch!

from your fellow gh accelerator friend, vinnie!

Wait, you renamed Forge (https://forge.dev) released last week by World Labs, a startup that raised $230M.

Is this "I worked with some friends and I hope you find useful" or is it "So proud of the World Labs team that made this happen, and we are making this open source for everyone" (CEO, World Labs)?

https://x.com/drfeifei/status/1929617676810572234

  • Yes. I collaborated with one of the devs at World Labs on this. The goal is to explore new rendering techniques and popularize adoption of 3D gaussian splatting. There's no product associated with it.