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Spark 2.0 Developer Preview is now available: introducing Level-of-Detail (LoD) rendering and streaming for world-scale Gaussian Splats on the web. Learn more ↓
233,091 次观看 • 8 个月前 •via X (Twitter)
13 条评论

Spark 2.0 introduces a full LoD system for 3DGS: • Steady, tunable frame rates via fixed splat budgets • Composite LoD across multiple splat objects • Streamable coarse-to-fine loading Docs:

In Spark 0.1, world scale was constrained by real device limits: real-time splat counts, GPU memory ceilings, multi-GB file loading failures in the browser, and precision artifacts at large coordinates. Spark 2.0 reworks the architecture around LoD trees and streaming. Any splat file can be converted into a hierarchical LoD representation, with fixed, tunable splat budgets per frame to guarantee steady performance across devices. Scenes are streamed coarse-to-fine using a new .RAD format and managed by a shared LRU "splat pager" that keeps GPU memory bounded. We also added higher-precision ExtSplats encoding and ReadableStream support for multi-GB files. Branch:

i think he would be exicted about this.

This is really cool of course! I'm noticing your use of Rust and WASM in the codebase. Would it be possible for you to provide a WASM-based 3dgs converter that does the same as your "compress-to-spz.js" script?

No samples?

Does it love the Quest 3?

Hey there, still clicking away like it's 1999? 🤖 Streamline your workflow with Spark 2.0's LoD magic! 🎨📡 Check it out – no ancient tech left behind. Let's play in real-time splat wonderland together!

amazing, incredible. I'm sounding like Gemini 3.1 but yeah. Definitely something I'll waste tokens on implementing. Tyvm :)

insane upgrade

Is this just a purely a library?

the test scnes here take a really long time to load splats up close, which is weird considering I have a 4090 GPU and a absurd 500 Mbps internet speed, do you know why that is?

Put my agents to update but it seems is not yet public on github 😕

cant get my worldlabs to look this good.
