“Optimizing Real-Time Gaussian Splat Rendering for Mobile and Standalone VR” by Therrien
Conference:
Experience Type(s):
Labs Type(s):
Title:
- Optimizing Real-Time Gaussian Splat Rendering for Mobile and Standalone VR
Organizer(s)/Presenter(s):
Description:
Learn to render gaussian splats in real-time on mobile and standalone VR using UnityGaussianSplatting. This intermediate workshop covers its fundamentals, followed by optimizations for mobile GPUs.
Please note that computers will not be provided, so be sure to bring your own fully charged laptop to fully participate and enjoy the session.
References:
[1] Baldur Karlsson and contributors. [n. d.]. RenderDoc: A Standalone Graphics Debugger. https://renderdoc.org
[2] Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, and George Drettakis. 2023. 3d gaussian splatting for real-time radiance field rendering. ACM Trans. Graph. 42, 4 (2023), 139–1.
[3] Weikai Lin, Yu Feng, and Yuhao Zhu. 2024. RTGS: Enabling Real-Time Gaussian Splatting on Mobile Devices Using Efficiency-Guided Pruning and Foveated Rendering. arXiv preprint arXiv:https://arXiv.org/abs/2407.00435 (2024).
[4] Aras Pranckevičius and contributors. 2023. Real-Time Gaussian Splatting Renderer for Unity. https://github.com/aras-p/UnityGaussianSplatting


