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bevy gaussian splatting render pipeline plugin

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an implementation for 2d-gaussian-splatting: https://github.com/hbb1/2d-gaussian-splatting - [ ] surfel render pipeline - [ ] surfel ply loader - [ ] gaussian cloud format variants - [ ] normal rendering mode...

enhancement

implementation for this paper: https://arxiv.org/abs/2310.10642 reference implementation: https://github.com/fudan-zvg/4d-gaussian-splatting - [X] conditional cov3d - [X] gaussian 4d structure - [ ] gaussian cloud 4d structure - [ ] spherindrical harmonics -...

enhancement

https://github.com/mosure/bevy_gaussian_splatting/blob/d7ae5c045fb3101521bd604ce46c255dd94dd4f3/src/sort/radix.rs#L145 ```rust #[derive(Resource, Default)] pub struct RadixSortBuffers { // TODO: use a more ECS-friendly approach pub asset_map: HashMap< AssetId, GpuRadixBuffers, ```

todo

https://github.com/mosure/bevy_gaussian_splatting/blob/d7ae5c045fb3101521bd604ce46c255dd94dd4f3/src/render/texture.rs#L235 ```rust TextureDimension::D2, bytemuck::cast_slice(cloud.position_visibility.as_slice()).to_vec(), TextureFormat::Rgba32Float, RenderAssetUsages::default(), // TODO: if there are no CPU image derived features, set to render only ); position_visibility.texture_descriptor.usage = TextureUsages::COPY_DST | TextureUsages::TEXTURE_BINDING; let position_visibility = images.add(position_visibility);...

todo

https://github.com/mosure/bevy_gaussian_splatting/blob/d7ae5c045fb3101521bd604ce46c255dd94dd4f3/src/render/texture.rs#L124 ```rust &TextureBuffers, )>, ) { // TODO: verify gpu_images are loaded for (entity, texture_buffers,) in clouds.iter() { #[cfg(feature = "f16")] let bind_group = render_device.create_bind_group( ```

todo

https://github.com/mosure/bevy_gaussian_splatting/blob/923c77ed292e8801c8aaf03cd32248872aa1f202/viewer/viewer.rs#L1 ```rust // TODO: move to editor crate use std::path::PathBuf; use bevy::{ prelude::*, app::AppExit, core::{ Name, FrameCount, }, core_pipeline::tonemapping::Tonemapping, diagnostic::{ DiagnosticsStore, ```

todo

https://github.com/mosure/bevy_gaussian_splatting/blob/507a28dda771518415d762f85db7607ea60bfbe8/src/io/ply.rs#L65 ```rust fn set_property(&mut self, key: String, property: Property) { match (key.as_ref(), property) { ("x", Property::Float(v)) => self.position_visibility.position[0] = v, ("y", Property::Float(v)) => self.position_visibility.position[1] = v, ("z", Property::Float(v)) => self.position_visibility.position[2]...

todo

https://github.com/mosure/bevy_gaussian_splatting/blob/eb0fcc33900f7ad99357d7251f9b5da4c1cab89b/src/io/gcloud/texture.rs#L1 ```rust // TODO: convert gcloud to compressed texture format ```

todo

https://github.com/mosure/bevy_gaussian_splatting/blob/eb0fcc33900f7ad99357d7251f9b5da4c1cab89b/src/gaussian/f16.rs#L165 ```rust } #[derive( Clone, Debug, Default, Copy, PartialEq, Reflect, ShaderType, Pod, Zeroable, Serialize, Deserialize, )] #[repr(C)] pub struct Covariance3dOpacityPacked128 { #[reflect(ignore)] pub cov3d: [u32; 3], pub opacity: u32, }...

todo