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github.com/TimChen1383/NanoGaussianSplatting @v1.0.3

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repository ↗ · DeepWiki ↗ · release v1.0.3 ↗ · + Follow
330 symbols 499 edges 39 files 79 documented · 24% updated 57d agov1.0.3 · 2026-04-05★ 32412 open issues

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README

Nano Gaussian Splatting

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Supported Unreal Engine version: UE5.6 UE5.7

Overview

Rendering large scale gaussian splatting files is always a big challenge. In order to render large scale gaussian splatting files in real-time, we will need to carefully handle VRAM, sorting millions of splats efficiently and drawing only the needed splats for the screen.

The plugin leverages techniques such as Nanite-style LOD Clusters, Screen-Space Error LOD Selection, Splat Compaction, Global Accumulator and GPU Radix Sort. As a result users can render large scale gaussian splitting scenes efficiently.

How To Use It

Video Tutorial

Watch the video

  • Download the plugin from Releases page
  • Place the plugin inside Unreal Engine project's "Plugins" folder
  • Press import button to import PLY file. A Gaussian Splat Asset will be created

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  • Drag the Gaussian Splat Asset directly into the level

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  • Enable/Disable Nanite through asset action if needed

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Settings

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Category Variable Description
Quality SH Order sphere harmonics quality
Performance Sort Every Nth Frame adjust gaussian splats sorting speed
Performance Enable Frustum Culling enable/disable frustum culling
Performance LOD Error Threshold LOD cluster switching sensitivity
Rendering Opacity Scale adjust the opacity of gaussian splats
Rendering Splat Scale adjust the scale of gaussian splats

Debug Console Command

  • gs.ShowClusterBounds 1: enable Nanite cluster preview (set to 0 to disable preview)
  • gs.DebugForceLODLevel ?: force render a specific LOD cluster for debugging purpose (can be 1,2,3,4...)
  • gs.MaxRenderBudget ?: limit the max number of visible splats(after culling) for saving VRAM. By default there is no limitaion(0). Set the max cap to decrease the VRAM usage (ex:3,000,000). The culling will start from the splats which are far from the camera

Best Practice

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A single big chunk of gaussian splatting file is not conducive to performance optimization. The splats outside the camera view can not be culled. Also, all the splats will be engaged in the sorting process all the time.

The ideal format is slicing a big chunk of gaussian splatting file into smaller pieces. For example individual props for cinematic scenes or tiles for geo-spatial data (this repo includes a simple python tile slicer).

Debug

  • Almost transparent gaussian splats currently will generate ghost effect with TSR. Might need to clean up the transparent splats or switch to use FXAA. Transparent

Core symbols most depended-on inside this repo

Shape

Method 216
Class 67
Function 44
Enum 3

Languages

C++96%
Python3%
C#1%

Modules by API surface

Plugins/NanoGS/Source/NanoGS/Public/GaussianSplatShaders.h42 symbols
Plugins/NanoGS/Source/NanoGS/Private/GaussianSplatRenderer.cpp27 symbols
Plugins/NanoGS/Source/NanoGS/Private/GaussianSplatAsset.cpp26 symbols
Plugins/NanoGS/Source/NanoGS/Public/GaussianDataTypes.h20 symbols
Plugins/NanoGS/Source/NanoGS/Public/GaussianSplatSceneProxy.h18 symbols
Plugins/NanoGS/Source/NanoGS/Public/GaussianClusterTypes.h18 symbols
Plugins/NanoGS/Source/NanoGS/Public/GaussianSplatAsset.h17 symbols
Plugins/NanoGS/Source/NanoGS/Private/GaussianSplatSceneProxy.cpp17 symbols
Plugins/NanoGS/Source/NanoGS/Private/GaussianSplatComponent.cpp16 symbols
Plugins/NanoGS/Source/NanoGS/Private/GaussianSplatViewExtension.cpp14 symbols
Plugins/NanoGS/Source/NanoGSEditor/Private/GaussianSplatAssetTypeActions.cpp12 symbols
Plugins/NanoGS/Source/NanoGS/Private/GaussianClusterBuilder.cpp12 symbols

For agents

$ claude mcp add NanoGaussianSplatting \
  -- python -m otcore.mcp_server <graph>

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