Add gaussian splat integration baseline

This commit is contained in:
2026-04-11 05:37:31 +08:00
parent 3622bf3aa2
commit 39632e1a04
11 changed files with 6813 additions and 175 deletions

View File

@@ -1,12 +1,122 @@
Shader "Builtin Gaussian Splat Utilities"
{
HLSLINCLUDE
struct GaussianSplatOtherData
{
float4 rotation;
float4 scaleReserved;
};
struct GaussianSplatViewData
{
float4 clipCenter;
float4 ellipseAxisU;
float4 ellipseAxisV;
float4 colorOpacity;
};
uint FloatToSortableUint(float value)
{
const uint rawValue = asuint(value);
const uint mask = (rawValue & 0x80000000u) != 0u ? 0xffffffffu : 0x80000000u;
return rawValue ^ mask;
}
float3x3 CalcMatrixFromRotationScale(float4 rotation, float3 scale)
{
const float x = rotation.x;
const float y = rotation.y;
const float z = rotation.z;
const float w = rotation.w;
const float3x3 rotationMatrix = float3x3(
1.0 - 2.0 * (y * y + z * z), 2.0 * (x * y - w * z), 2.0 * (x * z + w * y),
2.0 * (x * y + w * z), 1.0 - 2.0 * (x * x + z * z), 2.0 * (y * z - w * x),
2.0 * (x * z - w * y), 2.0 * (y * z + w * x), 1.0 - 2.0 * (x * x + y * y));
const float3x3 scaleMatrix = float3x3(
scale.x, 0.0, 0.0,
0.0, scale.y, 0.0,
0.0, 0.0, scale.z);
return mul(rotationMatrix, scaleMatrix);
}
void CalcCovariance3D(float3x3 rotationScaleMatrix, out float3 sigma0, out float3 sigma1)
{
const float3x3 sigma = mul(rotationScaleMatrix, transpose(rotationScaleMatrix));
sigma0 = float3(sigma._m00, sigma._m01, sigma._m02);
sigma1 = float3(sigma._m11, sigma._m12, sigma._m22);
}
float3 CalcCovariance2D(
float3 viewPosition,
float3 covariance3D0,
float3 covariance3D1,
float4x4 viewMatrix,
float4x4 projectionMatrix,
float2 screenSize)
{
if (abs(viewPosition.z) <= 1.0e-5)
{
return float3(0.3, 0.0, 0.3);
}
const float aspect = projectionMatrix[0][0] / projectionMatrix[1][1];
const float tanFovX = rcp(projectionMatrix[0][0]);
const float tanFovY = rcp(projectionMatrix[1][1] * aspect);
const float limitX = 1.3 * tanFovX;
const float limitY = 1.3 * tanFovY;
float3 clampedViewPosition = viewPosition;
clampedViewPosition.x =
clamp(clampedViewPosition.x / clampedViewPosition.z, -limitX, limitX) * clampedViewPosition.z;
clampedViewPosition.y =
clamp(clampedViewPosition.y / clampedViewPosition.z, -limitY, limitY) * clampedViewPosition.z;
const float focalLength = screenSize.x * projectionMatrix[0][0] * 0.5;
const float3x3 jacobian = float3x3(
focalLength / clampedViewPosition.z,
0.0,
-(focalLength * clampedViewPosition.x) / (clampedViewPosition.z * clampedViewPosition.z),
0.0,
focalLength / clampedViewPosition.z,
-(focalLength * clampedViewPosition.y) / (clampedViewPosition.z * clampedViewPosition.z),
0.0,
0.0,
0.0);
const float3x3 worldToView = (float3x3)viewMatrix;
const float3x3 transform = mul(jacobian, worldToView);
const float3x3 covariance3D = float3x3(
covariance3D0.x, covariance3D0.y, covariance3D0.z,
covariance3D0.y, covariance3D1.x, covariance3D1.y,
covariance3D0.z, covariance3D1.y, covariance3D1.z);
float3x3 covariance2D = mul(transform, mul(covariance3D, transpose(transform)));
covariance2D._m00 += 0.3;
covariance2D._m11 += 0.3;
return float3(covariance2D._m00, covariance2D._m01, covariance2D._m11);
}
void DecomposeCovariance(float3 covariance2D, out float2 axisU, out float2 axisV)
{
const float diagonal0 = covariance2D.x;
const float diagonal1 = covariance2D.z;
const float offDiagonal = covariance2D.y;
const float mid = 0.5 * (diagonal0 + diagonal1);
const float radius = length(float2((diagonal0 - diagonal1) * 0.5, offDiagonal));
const float lambda0 = max(mid + radius, 0.1);
const float lambda1 = max(mid - radius, 0.1);
float2 basis = normalize(float2(offDiagonal, lambda0 - diagonal0));
if (all(abs(basis) < 1.0e-5))
{
basis = float2(1.0, 0.0);
}
basis.y = -basis.y;
const float maxAxisLength = 4096.0;
axisU = min(sqrt(2.0 * lambda0), maxAxisLength) * basis;
axisV = min(sqrt(2.0 * lambda1), maxAxisLength) * float2(basis.y, -basis.x);
}
ENDHLSL
SubShader
@@ -25,18 +135,21 @@ Shader "Builtin Gaussian Splat Utilities"
float4x4 gModelMatrix;
float4 gCameraRight;
float4 gCameraUp;
float4 gScreenParams;
float4 gSplatParams;
};
StructuredBuffer<float3> GaussianSplatPositions;
StructuredBuffer<float4> GaussianSplatPositions;
StructuredBuffer<GaussianSplatOtherData> GaussianSplatOther;
StructuredBuffer<float4> GaussianSplatColor;
RWStructuredBuffer<uint> GaussianSplatSortDistances;
RWStructuredBuffer<uint> GaussianSplatOrderBuffer;
RWStructuredBuffer<GaussianSplatViewData> GaussianSplatViewDataBuffer;
[numthreads(64, 1, 1)]
void GaussianSplatPrepareOrderCS(uint3 dispatchThreadId : SV_DispatchThreadID)
{
uint splatCount = 0u;
GaussianSplatOrderBuffer.GetDimensions(splatCount);
const uint splatCount = (uint)gSplatParams.x;
const uint index = dispatchThreadId.x;
if (index >= splatCount)
{
@@ -45,10 +158,46 @@ Shader "Builtin Gaussian Splat Utilities"
GaussianSplatOrderBuffer[index] = index;
const float3 localCenter = GaussianSplatPositions[index];
const float3 viewCenter =
mul(gViewMatrix, mul(gModelMatrix, float4(localCenter, 1.0))).xyz;
GaussianSplatViewData viewData = (GaussianSplatViewData)0;
const float3 localCenter = GaussianSplatPositions[index].xyz;
const GaussianSplatOtherData otherData = GaussianSplatOther[index];
const float4 colorOpacity = GaussianSplatColor[index];
const float3 worldCenter = mul(gModelMatrix, float4(localCenter, 1.0)).xyz;
const float3 viewCenter = mul(gViewMatrix, float4(worldCenter, 1.0)).xyz;
GaussianSplatSortDistances[index] = FloatToSortableUint(viewCenter.z);
const float4 clipCenter = mul(gProjectionMatrix, float4(viewCenter, 1.0));
if (clipCenter.w > 0.0)
{
const float3x3 modelLinear = (float3x3)gModelMatrix;
const float3x3 rotationScaleMatrix =
CalcMatrixFromRotationScale(otherData.rotation, otherData.scaleReserved.xyz);
const float3x3 worldRotationScale = mul(modelLinear, rotationScaleMatrix);
float3 covariance3D0 = 0.0;
float3 covariance3D1 = 0.0;
CalcCovariance3D(worldRotationScale, covariance3D0, covariance3D1);
const float3 covariance2D = CalcCovariance2D(
viewCenter,
covariance3D0,
covariance3D1,
gViewMatrix,
gProjectionMatrix,
gScreenParams.xy);
float2 axisU = 0.0;
float2 axisV = 0.0;
DecomposeCovariance(covariance2D, axisU, axisV);
viewData.clipCenter = clipCenter;
viewData.ellipseAxisU = float4(axisU, 0.0, 0.0);
viewData.ellipseAxisV = float4(axisV, 0.0, 0.0);
viewData.colorOpacity = colorOpacity;
}
GaussianSplatViewDataBuffer[index] = viewData;
}
ENDHLSL
}

View File

@@ -13,23 +13,26 @@ Shader "Builtin Gaussian Splat"
float4x4 gModelMatrix;
float4 gCameraRight;
float4 gCameraUp;
float4 gScreenParams;
float4 gSplatParams;
};
cbuffer MaterialConstants
{
float4 gSplatParams;
float4 gPointScaleParams;
float4 gOpacityScaleParams;
};
struct GaussianSplatOtherData
struct GaussianSplatViewData
{
float4 rotation;
float4 scaleReserved;
float4 clipCenter;
float4 ellipseAxisU;
float4 ellipseAxisV;
float4 colorOpacity;
};
StructuredBuffer<uint> GaussianSplatOrderBuffer;
StructuredBuffer<float3> GaussianSplatPositions;
StructuredBuffer<GaussianSplatOtherData> GaussianSplatOther;
StructuredBuffer<float4> GaussianSplatColor;
StructuredBuffer<GaussianSplatViewData> GaussianSplatViewDataBuffer;
struct VSOutput
{
@@ -53,39 +56,35 @@ Shader "Builtin Gaussian Splat"
VSOutput MainVS(uint vertexId : SV_VertexID, uint instanceId : SV_InstanceID)
{
VSOutput output;
const float2 corner = ResolveQuadCorner(vertexId);
VSOutput output = (VSOutput)0;
const uint splatIndex = GaussianSplatOrderBuffer[instanceId];
const float3 localCenter = GaussianSplatPositions[splatIndex];
const GaussianSplatOtherData otherData = GaussianSplatOther[splatIndex];
const float4 colorOpacity = GaussianSplatColor[splatIndex];
const GaussianSplatViewData viewData = GaussianSplatViewDataBuffer[splatIndex];
const float3 worldCenter = mul(gModelMatrix, float4(localCenter, 1.0)).xyz;
const float maxAxisScale =
max(max(otherData.scaleReserved.x, otherData.scaleReserved.y), otherData.scaleReserved.z);
const float radius = max(maxAxisScale * gSplatParams.x, 0.0001);
const float3 worldPosition =
worldCenter +
gCameraRight.xyz * (corner.x * radius) +
gCameraUp.xyz * (corner.y * radius);
if (viewData.clipCenter.w <= 0.0)
{
const float nanValue = asfloat(0x7fc00000u);
output.position = float4(nanValue, nanValue, nanValue, nanValue);
return output;
}
output.position = mul(gProjectionMatrix, mul(gViewMatrix, float4(worldPosition, 1.0)));
output.localUv = corner;
output.colorOpacity = colorOpacity;
const float2 quadPos = ResolveQuadCorner(vertexId) * 2.0;
const float2 ellipseOffsetPixels =
(quadPos.x * viewData.ellipseAxisU.xy + quadPos.y * viewData.ellipseAxisV.xy) * gPointScaleParams.x;
const float2 clipOffset =
ellipseOffsetPixels * (2.0 / max(gScreenParams.xy, float2(1.0, 1.0))) * viewData.clipCenter.w;
output.position = viewData.clipCenter;
output.position.xy += clipOffset;
output.localUv = quadPos;
output.colorOpacity = viewData.colorOpacity;
return output;
}
float4 MainPS(VSOutput input) : SV_TARGET
{
const float radiusSq = dot(input.localUv, input.localUv);
if (radiusSq > 1.0)
{
discard;
}
const float gaussianFalloff = exp(-radiusSq * 2.5);
const float alpha = saturate(input.colorOpacity.a * gSplatParams.y * gaussianFalloff);
if (alpha <= 0.001)
const float alpha =
saturate(exp(-dot(input.localUv, input.localUv)) * input.colorOpacity.a * gOpacityScaleParams.x);
if (alpha <= (1.0 / 255.0))
{
discard;
}