Differentiable 3D computer vision on Apple Silicon, built on MLX
Project description
MLX3D
Differentiable 3D computer vision on Apple Silicon, built on MLX.
MLX3D brings the PyTorch3D workflow to Macs: batched 3D data structures, cameras, differentiable rendering, and modern view synthesis — NeRF and 3D Gaussian Splatting with custom Metal kernels — running natively on the Apple GPU.
Features
- Structures — batched
Meshes/Pointcloudswith list, packed and padded views; differentiable normals, areas, edges. - Cameras & transforms — OpenCV/COLMAP-convention pinhole cameras (ray generation, projection, look-at) and batched rotation conversions (quaternion, axis-angle, Euler, 6D).
- Ops & losses — GPU brute-force k-NN, chamfer distance, area-weighted surface sampling, Laplacian/edge/normal-consistency mesh losses, PSNR and differentiable SSIM.
- NeRF — positional encoding, the NeRF MLP, stratified + hierarchical sampling, volume rendering, Blender-synthetic dataset loader.
- Mesh rendering — differentiable soft triangle rasterization, UV texture sampling for OBJ/MTL assets, and scalar-field mesh extraction.
- Gaussian Splatting — a Metal translation of the reference CUDA rasterizer (tile-based forward & backward kernels wrapped in
mx.custom_function), EWA projection, spherical harmonics, anti-aliased and arbitrary feature rendering, adaptive density control, COLMAP loading, and standard 3DGS.plycheckpoints. ~30 FPS forward at 720p with 100k Gaussians on an M-series GPU. - Interactive viewer —
mlx3d-view point_cloud.plyopens a browser viewer with orbit/pan/zoom; frames are rendered on the Apple GPU by the Metal rasterizer and streamed live. Works for NeRFs too. - IO — OBJ and PLY (ascii + binary, including Gaussian Splatting checkpoint layouts), plus one-line image
save_image/load_imagefor any renderer output. - Composable & extensible — every image renderer is a plain callable
(camera, scene) -> {"image", "alpha", "depth"}(theRendererprotocol), so you can drop in your own rasterizer, shader, or ray tracer and reuse the rest of the pipeline — no base classes to subclass.
Installation
pip install mlx3d
Requires an Apple Silicon Mac and Python ≥ 3.10.
Quick example
import mlx.core as mx
from mlx3d.cameras import Camera
from mlx3d.splatting import GaussianModel
model = GaussianModel.from_points(
points=mx.random.normal((10_000, 3)) * 0.5,
colors=mx.random.uniform(shape=(10_000, 3)),
)
camera = Camera.look_at(eye=(0, 0, -4), at=(0, 0, 0), width=1280, height=720)
out = model.render(camera) # differentiable end to end
print(out["image"].shape) # (720, 1280, 3)
Train Gaussian Splatting on any COLMAP scene (same inputs as the original 3DGS):
python examples/train_gaussian_splatting.py --data /path/to/scene --iters 7000
mlx3d-view outputs/gs/point_cloud.ply # inspect the result interactively
mlx3d-render outputs/gs/point_cloud.ply --out render.png --antialias
mlx3d-eval outputs/gs/point_cloud.ply --data /path/to/scene --views 20 --json-out metrics.json
mlx3d-compact outputs/gs/point_cloud.ply --out point_cloud_small.ply --max-gaussians 500000
More in the docs: mesh optimization, point cloud fitting, NeRF, Gaussian Splatting.
Examples
The examples/ folder has runnable scripts for every core feature.
The self-contained ones generate their own synthetic data — no downloads — and
finish in seconds:
uv run python examples/render_mesh.py # soft mesh rasterization
uv run python examples/raytrace_volume.py # ray casting + volume rendering
uv run python examples/extract_mesh.py # marching cubes from an SDF
uv run python examples/fit_pointcloud.py # point-cloud optimization
uv run python examples/fit_mesh.py # mesh fitting (chamfer + regularizers)
uv run python examples/fit_nerf.py # train a small NeRF
uv run python examples/fit_gaussians.py # fit 3D Gaussians
uv run python examples/extend_renderer.py # plug in a custom renderer
See examples/README.md for the full list, including the
COLMAP/Blender training scripts.
Development
Development uses uv:
git clone https://github.com/amirhossein-razlighi/mlx3D
cd mlx3D
uv sync # creates .venv with all dev dependencies
uv run pytest tests/
uv run mkdocs serve # docs at http://127.0.0.1:8000
Contributions are welcome — file an issue to get started.
Roadmap
- Meshes / Pointclouds structures, cameras, transforms
- OBJ / PLY IO
- knn, chamfer, surface sampling, mesh losses, SSIM/PSNR
- NeRF (hierarchical sampling, volume rendering)
- Differentiable point splatting renderer
- 3D Gaussian Splatting with Metal forward/backward kernels
- COLMAP / Blender dataset loaders
- Differentiable mesh rasterizer (soft rasterization)
- Textured mesh rendering (
.mtl, UV textures) - Optimizer-state-preserving densification for 3DGS
- Configurable 3DGS training method with vanilla default and MCMC-style fixed-budget relocation
- 2DGS / surfel-style Gaussian mode with local-normal thickness constraints
- 2DGS geometry losses and surfel surface extraction helpers
- Mip-Splatting-style anti-aliasing / opacity compensation
- Additional well-known splatting recipes (compression, 3DGUT-style variants)
- Viewer depth-map mode for Gaussian checkpoints
- Viewer mesh-style inspection with GPU-efficient depth contours
- Marching cubes / mesh extraction
- More acceleration structures (hash-grid encodings for NeRF)
License
MIT
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