projections.tsl.ts
src/render/projections.tsl.ts · raw · all examples · site home
Exports: ProjectionMethodProjectionInputsProjectContextSplatLookProjectionDefPROJECTIONS
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// The four projection methods (after Spark's sparkProjections). Each one
// turns a prepared splat into uint32 words, the head-centered words first,
// then each eye's, and in the draw turns the head words plus one eye's
// words into a quad corner and a fragment density.
//
// ewa classic 3DGS / EWA splatting: a 2D Gaussian per eye
// eye [ndc 2x16, depth20 | angle12, rgb, opacity8 | 2x12 log2 scales]
// 3dgut a 2D bound from 7 sigma points, then max-response ray evaluation
// htgs the exact outline of the ellipsoid, then the same ray evaluation
// head [center dir, center distance, rgb, quat, half2 log scales, half log scale | opacity8 << 16 | center low]
// eye [bound ndc 2x16, angle10 | 2x11 log2 scales]
// raygs a tilted 3D quad facing the eye, with interpolated ray evaluation
// head [center dir, center distance, rgb, opacity8 | center low]
// eye [frame quat, float32 c^2, half2 log axis lengths]
//
// The center's direction is 20 + 20 bits: the top 16 + 16 in "center dir",
// the low 4 + 4 in bits 24-31 of the last head word ("center low").
// An eye's culled marker: a zero opacity byte (ewa) or a zero second word.
//
// ewa reads covariances, the others scales and rotations: SplatProjection
// converts what a source gives (GpuSplats.toCov / fromCov) when it differs.
import type { EyeNodes } from "./splatCamera";
import type { SplatParamNodes } from "./splatParams";
import {
boundFromCov, clipBoundToScreen, cullClipXY, cullDepth, cullInvisible, decodeAngle12, decodeBound, decodeCenter, decodeDepth20,
decodeLogScale, decodeNdc, decodeOpacity, eigenvector2, encodeAngle12, encodeBound, encodeCenter, encodeDepth20, encodeLogScale,
encodeNdc, encodeOpacity, eyeFrame, frameQuat, mahalanobis2, makeBound, mipInflate, rayDensity, rayVertex, boundCorner, screenBound, splatInView,
storedOpacity, viewBasis, viewCov, type Bound, type PreparedSplat, type SplatForm, type SplatInView, type SplatVaryings,
} from "./projection.tsl";
import { GpuEncoding } from "../gpu/encoding.tsl";
import { GpuSplatMath } from "../gpu/math.tsl";
import { TSL, type TslNode } from "../gpu/tsl";
const { basisToQuat, quatConj, quatMul, quatRotate, scaleQuatMatrix } = GpuSplatMath;
const { decodeExtRgb, decodeHalf, decodeHalf2, decodeQuatOct32, encodeExtRgb, encodeHalf, encodeHalf2, encodeQuatOct32 } = GpuEncoding;
const {
If, bool, cross, dot, exp, float, floatBitsToUint, inverseSqrt, length, log, mat3, mat4, max, normalize, select, sqrt,
transpose, uint, uintBitsToFloat, vec2, vec3, vec4,
} = TSL;
export type ProjectionMethod = "ewa" | "3dgut" | "htgs" | "raygs";
// The splat form each method reads
export interface ProjectionInputs {
ewa: "cov";
"3dgut": "splat";
htgs: "splat";
raygs: "splat";
}
export interface ProjectContext<F extends SplatForm> {
splat: PreparedSplat<F>;
// The splat seen from the head (with the first eye's lens)
head: SplatInView;
eyes: number;
params: SplatParamNodes;
}
// What one eye's draw decodes before placing the quad
export interface SplatLook {
visible: TslNode;
rgb: TslNode;
opacity: TslNode;
}
export interface ProjectionDef<F extends SplatForm = SplatForm> {
input: F;
headWords: number;
eyeWords: number;
// What density() reads: the varyings vertex() fills
varyings: readonly (keyof SplatVaryings)[];
// Words of one splat, and whether any eye shows it
project(ctx: ProjectContext<F>): { words: TslNode[]; visible: TslNode };
look(head: TslNode[], eye: TslNode[]): SplatLook;
// Fills the DrawVertex var `out` (splatDraw.ts) for one quad corner in [-1, 1]^2
vertex(head: TslNode[], eye: TslNode[], view: EyeNodes, corner: TslNode, boundStdDev: TslNode, cutoffStdDev: TslNode, out: TslNode): void;
density(varyings: SplatVaryings): TslNode;
}
const zeroWords = (n: number) => Array.from({ length: n }, () => uint(0).toVar());
function assignWords(words: TslNode[], values: TslNode[]) {
values.forEach((value, i) => words[i].assign(value));
}
// --- ewa ---
const ewa: ProjectionDef<"cov"> = {
input: "cov",
headWords: 0,
eyeWords: 4,
varyings: ["uv"],
project({ splat: s, eyes, params }) {
const words: TslNode[] = [];
const visible = bool(false).toVar();
for (let v = 0; v < eyes; v += 1) {
const eye = splatInView(s, eyeFrame(v), params);
const out = zeroWords(4);
// The 2D Gaussian is only valid near its center, so cull on the center
const ok = cullInvisible(s, params).or(cullDepth(eye)).or(cullClipXY(eye, params)).not().toVar();
If(ok, () => {
const { frame, center } = eye;
const cov3D = viewCov(s, frame).toVar();
const focal = frame.renderSize.mul(0.5).mul(vec2(frame.projection.element(0).x, frame.projection.element(1).y)).toVar();
const J = mat3(vec3(0.0), vec3(0.0), vec3(0.0)).toVar();
If(frame.isOrtho, () => {
J.assign(mat3(vec3(focal.x, 0.0, 0.0), vec3(0.0, focal.y, 0.0), vec3(0.0)));
}).Else(() => {
const invZ = float(1.0).div(center.z).toVar();
const J1 = focal.mul(invZ).toVar();
const J2 = J1.mul(center.xy).negate().mul(invZ).toVar();
J.assign(mat3(vec3(J1.x, 0.0, J2.x), vec3(0.0, J1.y, J2.y), vec3(0.0)));
});
const cov2D = transpose(J).mul(cov3D).mul(J).toVar();
const a = cov2D.element(0).x.add(params.preBlurAmount).toVar();
const d = cov2D.element(1).y.add(params.preBlurAmount).toVar();
const b = cov2D.element(0).y.toVar();
// Convolve with the anti-aliasing blur, compensating the opacity
const detOrig = a.mul(d).sub(b.mul(b)).toVar();
a.addAssign(eye.blur);
d.addAssign(eye.blur);
const opacity = s.opacity.mul(sqrt(max(0.0, detOrig.div(a.mul(d).sub(b.mul(b)))))).toVar();
const contribution = opacity.mul(2 * Math.PI).mul(sqrt(max(0.0, a.mul(d).sub(b.mul(b)))));
const bound = makeBound();
ok.assign(opacity.greaterThanEqual(params.minAlpha).and(contribution.greaterThanEqual(params.minContribution)).and(boundFromCov(a, b, d, s.stdDev, params, bound)));
If(ok, () => {
assignWords(out, [
encodeNdc(eye.ndc),
encodeDepth20(center.z).bitOr(encodeAngle12(bound.angle).shiftLeft(uint(20))),
encodeExtRgb(s.splat.get("rgb")),
encodeOpacity(storedOpacity(opacity)).bitOr(encodeLogScale(bound.scales.x, 12).shiftLeft(uint(8))).bitOr(encodeLogScale(bound.scales.y, 12).shiftLeft(uint(20))),
]);
visible.assign(true);
});
});
words.push(...out);
}
return { words, visible };
},
look: (_head, eye) => {
const byte = eye[3].bitAnd(uint(0xff));
return { visible: byte.notEqual(uint(0)), rgb: decodeExtRgb(eye[2]), opacity: decodeOpacity(byte) };
},
vertex(_head, eye, view, corner, boundStdDev, cutoffStdDev, out) {
const bound: Bound = {
ndc: decodeNdc(eye[0]),
angle: decodeAngle12(eye[1].shiftRight(uint(20))),
scales: vec2(decodeLogScale(eye[3].shiftRight(uint(8)).bitAnd(uint(0xfff)), 12), decodeLogScale(eye[3].shiftRight(uint(20)), 12)),
};
// The bound is centered on the splat, so shrink the quad to the cutoff
boundCorner(bound, vec3(0.0, 0.0, decodeDepth20(eye[1].bitAnd(uint(0xfffff)))), corner.mul(cutoffStdDev.div(boundStdDev)), view.projection, view.renderSize, out);
out.get("uv").assign(corner.mul(cutoffStdDev));
},
density: (v) => dot(v.uv, v.uv),
};
// --- 3dgut and htgs: a 2D bound per eye, then max-response ray evaluation ---
// The view-space quaternion and scales of the head, MIP-inflated once
function headBasis({ splat: s, head, params }: ProjectContext<"splat">) {
const ok = cullInvisible(s, params).not().toVar();
const opacity = s.opacity.toVar();
const { quat, scales } = viewBasis(s, head.frame);
mipInflate(head, quat, scales, opacity, params);
ok.assign(ok.and(opacity.greaterThanEqual(params.minAlpha)));
return { ok, opacity, quat, scales };
}
// Unscented transform of the 7 sigma points
function gutBound(eye: SplatInView, quat: TslNode, scales: TslNode, stdDev: TslNode, params: SplatParamNodes, bound: Bound): TslNode {
const ok = bool(true).toVar();
const basis = scaleQuatMatrix(scales.mul(Math.sqrt(3)), quat).toVar();
const c = eye.center;
const points = [c, c.add(basis.element(0)), c.sub(basis.element(0)), c.add(basis.element(1)), c.sub(basis.element(1)), c.add(basis.element(2)), c.sub(basis.element(2))];
const halfSize = eye.frame.renderSize.mul(0.5).toVar();
const inFront = bool(true).toVar();
const pixels = points.map((point) => {
const clip = eye.frame.projection.mul(vec4(point, 1.0)).toVar();
inFront.assign(inFront.and(clip.w.greaterThan(0.0)));
return clip.xy.div(clip.w).mul(halfSize).toVar();
});
If(inFront.not(), () => {
screenBound(eye.frame, params, bound);
}).Else(() => {
const mean = vec2(0.0).toVar();
for (let i = 1; i < 7; i += 1) {
mean.addAssign(pixels[i].mul(1 / 6));
}
const d0 = pixels[0].sub(mean).toVar();
const a = d0.x.mul(d0.x).mul(2.0).toVar();
const b = d0.x.mul(d0.y).mul(2.0).toVar();
const d = d0.y.mul(d0.y).mul(2.0).toVar();
for (let i = 1; i < 7; i += 1) {
const di = pixels[i].sub(mean).toVar();
a.addAssign(di.x.mul(di.x).mul(1 / 6));
b.addAssign(di.x.mul(di.y).mul(1 / 6));
d.addAssign(di.y.mul(di.y).mul(1 / 6));
}
ok.assign(boundFromCov(a, b, d, stdDev, params, bound));
bound.ndc.assign(mean.div(halfSize));
});
return ok;
}
// Exact dual-quadric outline of the stdDev-ellipsoid
function htgsBound(eye: SplatInView, quat: TslNode, scales: TslNode, stdDev: TslNode, params: SplatParamNodes, bound: Bound): TslNode {
const ok = bool(true).toVar();
const basis = scaleQuatMatrix(scales.mul(stdDev), quat).toVar();
const T = eye.frame.projection.mul(mat4(vec4(basis.element(0), 0.0), vec4(basis.element(1), 0.0), vec4(basis.element(2), 0.0), vec4(eye.center, 1.0))).toVar();
const xs = vec3(T.element(0).x, T.element(1).x, T.element(2).x).toVar();
const ys = vec3(T.element(0).y, T.element(1).y, T.element(2).y).toVar();
const ws = vec3(T.element(0).w, T.element(1).w, T.element(2).w).toVar();
const c3 = T.element(3).toVar();
const qww = dot(ws, ws).sub(c3.w.mul(c3.w)).toVar();
// An ellipse only if the camera is outside the ellipsoid
const valid = qww.lessThan(0.0).and(c3.w.greaterThan(0.0)).toVar();
const center = vec2(0.0).toVar();
const a = float(0.0).toVar();
const b = float(0.0).toVar();
const d = float(0.0).toVar();
If(valid, () => {
const u = xs.mul(c3.w).sub(ws.mul(c3.x)).toVar();
const v = ys.mul(c3.w).sub(ws.mul(c3.y)).toVar();
const sww = dot(ws, ws).toVar();
const xw = dot(xs, ws).toVar();
const yw = dot(ys, ws).toVar();
const invC2 = float(1.0).div(qww.mul(qww)).toVar();
const halfSize = eye.frame.renderSize.mul(0.5).toVar();
a.assign(dot(u, u).sub(sww.mul(dot(xs, xs)).sub(xw.mul(xw))).mul(invC2).mul(halfSize.x).mul(halfSize.x));
b.assign(dot(u, v).sub(sww.mul(dot(xs, ys)).sub(xw.mul(yw))).mul(invC2).mul(halfSize.x).mul(halfSize.y));
d.assign(dot(v, v).sub(sww.mul(dot(ys, ys)).sub(yw.mul(yw))).mul(invC2).mul(halfSize.y).mul(halfSize.y));
center.assign(eye.ndc.add(vec2(dot(ws, u), dot(ws, v)).div(c3.w.mul(qww))));
valid.assign(a.greaterThan(0.0).and(d.greaterThan(0.0)).and(a.mul(d).sub(b.mul(b)).greaterThan(0.0)));
});
If(valid.not(), () => {
screenBound(eye.frame, params, bound);
}).Else(() => {
ok.assign(boundFromCov(a, b, d, float(1.0), params, bound));
bound.ndc.assign(center);
});
return ok;
}
type BoundOf = typeof gutBound;
function rayProjection(boundOf: BoundOf, shrinkToCutoff: boolean): ProjectionDef<"splat"> {
return {
input: "splat",
headWords: 6,
eyeWords: 2,
varyings: ["localDir", "localCross"],
project(ctx) {
const { splat: s, eyes, params } = ctx;
const { ok, opacity, quat, scales } = headBasis(ctx);
const head = zeroWords(6);
const words: TslNode[] = [];
const visible = bool(false).toVar();
for (let v = 0; v < eyes; v += 1) {
const eye = splatInView(s, eyeFrame(v), params);
const out = zeroWords(2);
If(ok.and(cullDepth(eye).not()), () => {
const bound = makeBound();
const eyeQuat = frameQuat(eye.frame, s.splat.get("quaternion"));
If(boundOf(eye, eyeQuat, scales, s.stdDev, params, bound).and(clipBoundToScreen(eye.frame.renderSize, bound)), () => {
assignWords(out, encodeBound(bound));
visible.assign(true);
});
});
words.push(...out);
}
If(ok, () => {
const [dir, distance, low] = encodeCenter(ctx.head.center);
assignWords(head, [
dir,
distance,
encodeExtRgb(s.splat.get("rgb")),
encodeQuatOct32(quat),
encodeHalf2(log(scales.xy)),
encodeHalf(log(scales.z)).bitOr(encodeOpacity(storedOpacity(opacity)).shiftLeft(uint(16))).bitOr(low),
]);
});
return { words: [...head, ...words], visible };
},
look: (head, eye) => ({
visible: eye[1].notEqual(uint(0)),
rgb: decodeExtRgb(head[2]),
opacity: decodeOpacity(head[5].shiftRight(uint(16)).bitAnd(uint(0xff))),
}),
vertex(head, eye, view, corner, boundStdDev, cutoffStdDev, out) {
const center = view.fromHead.mul(vec4(decodeCenter(head[0], head[1], head[5]), 1.0)).xyz.toVar();
const quat = quatMul(view.fromHeadQuat, decodeQuatOct32(head[3])).toVar();
const scales = exp(vec3(decodeHalf2(head[4]), decodeHalf(head[5]))).toVar();
// The 3dgut bound is centered on the splat, so it shrinks to the
// cutoff; the htgs outline's center drifts with the std dev under
// perspective, so it keeps the projected bound
const shrink = shrinkToCutoff ? cutoffStdDev.div(boundStdDev) : float(1.0);
rayVertex(decodeBound(eye[0], eye[1]), center, quat, scales, corner, shrink, view.projection, view.isOrtho, view.renderSize, out);
out.get("uv").assign(corner.mul(boundStdDev));
},
density: rayDensity,
};
}
// --- raygs: a tilted 3D quad with interpolated ray evaluation ---
// Every quad corner in front of the camera and on the same outside side
function quadOffScreen(projection: TslNode, mu: TslNode, axis0: TslNode, axis1: TslNode): TslNode {
const c = projection.mul(vec4(mu, 1.0)).toVar();
const a0 = projection.mul(vec4(axis0, 0.0)).toVar();
const a1 = projection.mul(vec4(axis1, 0.0)).toVar();
const inFront = bool(true).toVar();
const outside = [bool(true).toVar(), bool(true).toVar(), bool(true).toVar(), bool(true).toVar()];
for (let i = 0; i < 4; i += 1) {
const clip = c.add((i & 1) === 0 ? a0.negate() : a0).add((i & 2) === 0 ? a1.negate() : a1).toVar();
inFront.assign(inFront.and(clip.w.greaterThan(0.0)));
outside[0].assign(outside[0].and(clip.x.lessThan(clip.w.negate())));
outside[1].assign(outside[1].and(clip.x.greaterThan(clip.w)));
outside[2].assign(outside[2].and(clip.y.lessThan(clip.w.negate())));
outside[3].assign(outside[3].and(clip.y.greaterThan(clip.w)));
}
return inFront.and(outside[0].or(outside[1]).or(outside[2]).or(outside[3]));
}
// The quad facing the eye: its frame (columns n0, n1, normal), axis
// lengths and c^2; false when the camera is inside the splat or it is off screen
function raygsFrame(eye: SplatInView, quat: TslNode, scales: TslNode, stdDev: TslNode) {
const ok = bool(true).toVar();
const kappa = stdDev.mul(stdDev).toVar();
const c2 = mahalanobis2(eye.center, quat, scales).toVar();
const muHat = vec3(0.0).toVar();
If(eye.frame.isOrtho, () => {
// Parallel rays: whiten the view direction instead of the center
muHat.assign(normalize(quatRotate(quatConj(quat), vec3(0.0, 0.0, -1.0)).div(scales)));
c2.assign(1e18);
}).Else(() => {
// Camera inside the splat's support: skip (paper Sec. 3.2)
ok.assign(c2.greaterThan(kappa.mul(1.0001)));
muHat.assign(quatRotate(quatConj(quat), eye.center).div(scales).mul(inverseSqrt(c2)));
});
// Orthonormal basis of the plane orthogonal to mu_hat (Householder)
const t = muHat.add(vec3(0.0, 0.0, select(muHat.z.greaterThanEqual(0.0), float(1.0), float(-1.0)))).toVar();
const invDen = float(2.0).div(dot(t, t)).toVar();
const q0 = quatRotate(quat, scales.mul(t.mul(t.x.mul(invDen)).sub(vec3(1.0, 0.0, 0.0)))).toVar();
const q1 = quatRotate(quat, scales.mul(t.mul(t.y.mul(invDen)).sub(vec3(0.0, 1.0, 0.0)))).toVar();
// Major eigenvector of Q^T Q; u0 is it rotated 90 degrees
const bxx = dot(q0, q0).toVar();
const bxy = dot(q0, q1).toVar();
const byy = dot(q1, q1).toVar();
const diff = bxx.sub(byy);
const eig1 = bxx.add(byy).mul(0.5).add(sqrt(max(0.0, diff.mul(diff).mul(0.25).add(bxy.mul(bxy))))).toVar();
const u1 = eigenvector2(bxx, bxy, byy, eig1).toVar();
const u0 = vec2(u1.y.negate(), u1.x).toVar();
const axis0 = q0.mul(u0.x).add(q1.mul(u0.y)).toVar();
const axis1 = q0.mul(u1.x).add(q1.mul(u1.y)).toVar();
const lengths = vec2(length(axis0), length(axis1)).toVar();
ok.assign(ok.and(lengths.x.greaterThan(0.0)).and(lengths.y.greaterThan(0.0)));
const zScale = stdDev.mul(inverseSqrt(max(float(1.0).sub(kappa.div(c2)), 1e-4))).toVar();
ok.assign(ok.and(quadOffScreen(eye.frame.projection, eye.center, axis0.mul(zScale), axis1.mul(zScale)).not()));
const n0 = axis0.div(lengths.x).toVar();
const n1 = axis1.div(lengths.y).toVar();
return { ok, quat: basisToQuat(mat3(n0, n1, cross(n0, n1))), lengths, c2 };
}
const raygs: ProjectionDef<"splat"> = {
input: "splat",
headWords: 4,
eyeWords: 3,
varyings: ["uv", "c2"],
project(ctx) {
const { splat: s, eyes, params } = ctx;
const { ok, opacity, scales } = headBasis(ctx);
const head = zeroWords(4);
const words: TslNode[] = [];
const visible = bool(false).toVar();
for (let v = 0; v < eyes; v += 1) {
const eye = splatInView(s, eyeFrame(v), params);
const out = zeroWords(3);
If(ok.and(cullDepth(eye).not()), () => {
const eyeQuat = frameQuat(eye.frame, s.splat.get("quaternion"));
const frame = raygsFrame(eye, eyeQuat, scales, s.stdDev);
If(frame.ok, () => {
assignWords(out, [encodeQuatOct32(frame.quat), floatBitsToUint(frame.c2), encodeHalf2(log(frame.lengths))]);
visible.assign(true);
});
});
words.push(...out);
}
If(ok, () => {
const [dir, distance, low] = encodeCenter(ctx.head.center);
assignWords(head, [dir, distance, encodeExtRgb(s.splat.get("rgb")), encodeOpacity(storedOpacity(opacity)).bitOr(low)]);
});
return { words: [...head, ...words], visible };
},
look: (head, eye) => ({
visible: eye[1].notEqual(uint(0)),
rgb: decodeExtRgb(head[2]),
opacity: decodeOpacity(head[3].bitAnd(uint(0xff))),
}),
// z = (sqrt(kappa) / b) * corner, b = sqrt(1 - kappa / c^2); the quad is
// built around the center, so the tighter cutoff applies directly
vertex(head, eye, view, corner, _boundStdDev, cutoffStdDev, out) {
const center = view.fromHead.mul(vec4(decodeCenter(head[0], head[1], head[3]), 1.0)).xyz.toVar();
const quat = decodeQuatOct32(eye[0]).toVar();
const c2 = uintBitsToFloat(eye[1]).toVar();
const lengths = exp(decodeHalf2(eye[2])).toVar();
const kappa = cutoffStdDev.mul(cutoffStdDev);
const z = corner.mul(cutoffStdDev.mul(inverseSqrt(max(float(1.0).sub(kappa.div(c2)), 1e-4)))).toVar();
const offset = quatRotate(quat, vec3(lengths.x.mul(z.x), lengths.y.mul(z.y), 0.0));
// The center's NDC depth with the corner's true w keeps interpolation
// perspective-correct while avoiding near-plane clipping
const centerClip = view.projection.mul(vec4(center, 1.0)).toVar();
const clip = centerClip.add(view.projection.mul(vec4(offset, 0.0))).toVar();
out.get("position").assign(vec4(clip.xy, centerClip.z.div(centerClip.w).mul(clip.w), clip.w));
out.get("uv").assign(z);
out.get("c2").assign(c2);
},
// D = 1 / (1/c^2 + 1/|z|^2)
density(v) {
const zz = dot(v.uv, v.uv).toVar();
return zz.mul(v.c2).div(v.c2.add(zz));
},
};
export const PROJECTIONS: { [M in ProjectionMethod]: ProjectionDef<ProjectionInputs[M]> } = {
ewa,
"3dgut": rayProjection(gutBound, true),
htgs: rayProjection(htgsBound, false),
raygs,
};