Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterisation-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, current 3DGS implementations are difficult to integrate into traditional mesh-based rendering pipelines, which is a common use case for interactive applications and artistic exploration. To address this limitation, this software solution uses Nvidia's interprocess communication (IPC) APIs to easily integrate into implementations and allow the results to be viewed in external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.
翻译:基于辐射场的渲染方法已引起计算机视觉与计算机图形学领域的广泛关注。这类方法能够实现具有复杂真实光照效果的高保真渲染,但代价是高昂的渲染时间。3D高斯溅射通过基于光栅化的实时渲染方案解决了这一问题,为自动驾驶、机器人、虚拟现实及扩展现实等应用提供了可能。然而,现有的3DGS实现难以集成到传统的基于网格的渲染管线中,而这正是交互式应用与艺术探索中的常见使用场景。为突破此限制,本软件方案利用英伟达的进程间通信API实现便捷集成,并支持在Unity、Blender、Unreal Engine及OpenGL查看器等外部客户端中呈现渲染结果。代码发布于https://github.com/RockyXu66/splatbus。