A 3D Gaussian Splatting (3DGS) renderer written in Rust for platform-agnostic WebAssembly (WASM) with lock-free multithreading. Check out Gauzilla Pro for an AI-powered & feature-rich editor version. * Uses WebGL and CPU splat sorting (based on splat) for high compatibility among web browsers * Circumvents WASM's limitations in multithreading via the use of the lock-free bus mechanism * Uses rfd to securely load a .ply or .splat file stored locally on the host machine * Loads a .splat file asynchronously from a URL (CDN) without having to use async code in Rust * Loads a .spz file using a WASM module compiled from the official C++ implementation

https://github.com/BladeTransformerLLC/gauzilla/assets/76802410/7221c93d-34ff-4c3f-8c75-b5cdeb83966b
See the Gauzilla Web Examples in this repository.
The innovative rendering technique known as 3D Gaussian Splatting (3DGS) [1] represents a Machine Learning-oriented approach to 3D rendering, specifically designed for Novel View Synthesis (NVS). It facilitates the real-time photorealistic rendering of scenes reconstructed from images and videos captured using conventional smartphone cameras. Since its release in 2023 there has been a Cambrian explosion of 3DGS applications and extensions, such as 4DGS [2], D3GA [3], SLAM [4], SC-GS [5], GPS [6], GHA [7], etc (see a survey [9]).
One of the original ideas of splatting Gaussian ellipsoids onto the 2D screen as ellipses for rendering can be traced back in 2002 [8] and 3DGS uses almost the same approach for its efficient forward rendering on the GPU.
Briefly, a 3D elliptical Gaussian centered at a point p with a covariance matirx V is defined as:
![Eq.19 of [8] Eq.19 of [8]](https://github.com/BladeTransformerLLC/gauzilla/raw/main/images/eq19.png?raw=true)
The key to splatting it onto the 2D screen is to compute the 3x3 covariance matrix in ray coordinates:
![Eq.31 of [8] Eq.31 of [8]](https://github.com/BladeTransformerLLC/gauzilla/raw/main/images/eq31.png?raw=true)
where W is the view transformation (camera) matrix, V_k = R * S * S^T * R^T (covariance matrix factorized with a rotation matrix R and a scaling matrix S, both of which can be computed, respectively, from quaternions and scalers stored in the PLY file), and
![Eq.29 of [8] Eq.29 of [8]](https://github.com/BladeTransformerLLC/gauzilla/raw/main/images/eq29.png?raw=true)
is a Jacobian or the partial derivative of the camera-ray mapping at the point t_k in camera space (i.e., affine approxmation of the perspective projection).
Once the covariance matrix in ray coordinates is obtained via the simple matrix multiplications above, one can compute from the top-left 2x2 component of the matrix the major and minor axes representing the size and orientation of Gaussian ellipses, which can subsequently be rendered on the GPU efficiently using Geometry Instancing.
rustup toolchain install nightly./build.sh sfz and open the locally-served URL in a web browserLeft mouse button - Rotate view around target
Middle mouse button - Zoom in/out
Right mouse button - Move left/right/up/down
Left mouse button - Change view direction (free-look)
Middle mouse button - Move forward/backward
Right mouse button - Move left/right/up/down
async_splat_stream feature in Cargo.toml./build.shScene::sort() and Scene::generate_texture() (eg. parallelize using wasm-bindgen-rayon)$ claude mcp add gauzilla \
-- python -m otcore.mcp_server <graph>