Comments (4)
I have added a WIP branch that forces the sort to be floating sort based: https://github.com/mkkellogg/GaussianSplats3D/tree/float_sort. By default, the integer-based sorting should be off. Try that out and let me know if it changes anything. If it doesn't, I think maybe my octree might be causing problems.
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Thank you @mkkellogg !
This works like a charm 😄
To be honest i wasn't sure it was the integer-based sorting because i couldn't figure out why they would disappear - i would have imagined points at the back would come to the front or something similar...
I think integer-based sorting should be on by default - most of the people would use small scenes and as you said it's faster, i think it would attract more people to use this library 😄 .
Then again, in both cases i have solid 60fps using a GTX1070 - so maybe the difference is not noticeable and it's better to be more compatible?
Sorry - i forgot to mention i also changed MaximumDistanceToRender
and Camera.Far
to 50000!
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I tried with the file you attached and I cannot see anything, so I'm not sure what the problem is there.
But I think I might know what your original problem is: I currently cheat a bit to boost performance by converting splat centers to integers for the sort. The way I do it makes it possible for integer overflow to occur during the calculation of splat distances from the camera. Integer based calculations are a lot faster than floating point so this resulted in a noticeable improvement in sort time.
This isn't a problem for small scenes, but definitely is for larger scenes. I guess I need to just convert back to a floating point sort.
Would you be able to upload the full scene somewhere so that I can use it for testing?
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Great, I'm glad that fixed it! I think you're right about leaving the integer-based sort as the default. I think most people will use this for smaller scenes.
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