Aras Pranckevičius
Aras Pranckevičius
I'm trying to optimize some DX11 shader bits on a machine that does not have AMD GPU nor a driver installed. Getting really strange results, as if a bunch of...
Instead of sorting + alpha blending, investigate whether Hashed Alpha Testing would produce "acceptable" results. Or one of order independent transparency approaches like MLAB. If any of these is decent,...
Sometimes, especially when deleting some unwanted splat areas, you're left with like a "hole" in a surface. In many cases it _feels like_ the hole could be patched up by...
Currently all of data encoding, SH clusterization, quantization code is in C#/Burst within Unity. That's fine for "within Unity" use cases, but e.g. if #45 is done then it would...
Currently all splats are rendered (and sorted), just quads that are behind camera are thrown into the sea at vertex shader level. It should be possible to do some sort...
Possibly better documentation of the format is needed, outside of what already exists in the blog posts ([one](https://aras-p.info/blog/2023/09/13/Making-Gaussian-Splats-smaller/), [two](https://aras-p.info/blog/2023/09/27/Making-Gaussian-Splats-more-smaller/)). And then, provide changes needed for one of open source Web...
Today the Low / Very Low quality presets use BC7 texture compression format, which does not work on mobile. Investigate one of these: - Either make both BC7 and ASTC...
Primarily driven by a wish to increase performance of parsing .cube files. But the functions that are added or changed are used across parsing of all/most of text based formats....