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CUDA global sort + CUDA-GL interop + geometry shader quad emitting + hardware rasterization + CUDA-GL interop = fast gaussian splatting

Project description

Fast Gaussian Splatting

  • 5-10x faster rendering than the original software CUDA rasterizer (diff-gaussian-rasterization).
  • 2-3x faster if using offline rendering. (Bottleneck: copying rendered images around, thinking about improvements.)

https://github.com/dendenxu/fast-gaussian-splatting/assets/43734697/f50afd6f-bbd5-4e18-aca6-a7356a5d3f75

No backward pass is supported yet. Will think of ways to add a backward. Depth-peeling (4K4D) is too slow.

Installation

No CUDA compilation is required.

pip install fast_gauss

Usage

Replace the original import of diff_gaussian_rasterization with fast_gauss.

For example, replace this:

from diff_gaussian_rasterization import GaussianRasterizationSettings, GaussianRasterizer

with this:

from fast_gauss import GaussianRasterizationSettings, GaussianRasterizer

And you're good to go.

Tips

Note that the second output of the GaussianRasterizer is not radii anymore (since we're not gonna use it for the backward pass), but the alpha values of the rendered image instead. And the alpha channel content seems to be bugged currently, will debug.

  • TODO: Debug alpha channel

It's also recommended to pass in a CPU tensor in the GaussianRasterizationSettings to avoid explicit synchronizations for even better performance.

Note: for the ultimate 5-10x performance increase, you'll need to let fast_gauss's shader directly write to your desired framebuffer.

Currently, we will try to automatically detect whether you're managing your own OpenGL context (i.e. opening up a GUI) by checking for the OpenGL during the import of fast_gauss.

If detected, all rendering command will return Nones and we will directly write to the bound framebuffer at the time of the draw call.

  • TODO: Improve offline rendering performance.

TODOs

  • TODO: Thinks of ways for backward pass
  • TODO: Compute covariance from scaling and rotation in the shader, currently it's on the CUDA side.
  • TODO: Compute SH in the shader, currently it's on the CUDA side.

Environment

This project requires you to have an NVIDIA GPU with the ability to interop between CUDA and OpenGL. Thus, WSL is not supported and OSX (MacOS) is not supported.

For offline rendering (the drop-in replacement of the original CUDA rasterizer), we also need a valid EGL environment. It can sometimes be hard to set up for virtualized machines. Potential fix.

  • TODO: Test on more platforms.

Credits

Inspired by those insanely fast WebGL-based 3DGS viewers:

Using the algorithm and improvements from:

CUDA-GL interop & EGL environment inspired by:

  • 4K4D where they(I) used the interop for depth-peeling.
  • EasyVolcap for the collection of utilities, including EGL setup.
  • nvdiffrast for their EGL context setup and CUDA-GL interop setup.

Citation

@misc{fast_gauss,  
    title = {Fast Gaussian Splatting},
    howpublished = {GitHub},  
    year = {2024},
    url = {https://github.com/dendenxu/fast-gaussian-rasterization}
}

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