Render gaussian splats relative to the camera independent of (large) global coordinates#356
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pmi-gbs wants to merge 1 commit into
Open
Render gaussian splats relative to the camera independent of (large) global coordinates#356pmi-gbs wants to merge 1 commit into
pmi-gbs wants to merge 1 commit into
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If this works, it will solve a lot of issues |
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I've had issues with big global coordinates (which happens e.g. when using WGS84 cartesian CRS). This happened within the discussion in WilliamLiu-1997/3D-Tiles-RendererJS-3DGS-Plugin#2 where even parenting the Renderer to the camera didn't help.
I think we can generally fix these floating point quantization issues by having the renderer really relative to the camera automatically (so that all the math is done in f64, instead of what I suspect f32 in the shader currently, but I haven't carefully checked this TBH).
So this should get rid of all these issues (including within the old renderer I think), so that the user doesn't have to care anymore about these float quantization artifacts.
As I'm maintaining Open source projects myself I want to disclaim this was heavily assisted by AI to be fair, I tried my best to understand the changes, and avoid slop. But well I'm not (yet) deep into the codebase, and I think the changes are compact enough to be worth putting into a PR. I did instruct that it should avoid allocations, so this resulted in a few drive-by fixes, which I think are fine (in case you're wondering).