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# Unity VFX Graph Gaussian Splatting Renderer
A Unity implementation of Gaussian splatting using VFX Graph for real-time rendering. This project uses Unity's VFX Graph system as an alternative to the EWA algorithm to provide more flexibility in accessing the splat's data structures.
## Installation
Import this project into Unity or copy the `Assets/vfx-graph-gs/` folder to your project
## Usage
### Importing PLY Files
1. Place your PLY file containing Gaussian splat data in your project
2. The custom `SplatImporter` will automatically process the file
3. A VFX prefab will be generated that you can drag on to a scene
## File Structure
```
Assets/vfx-graph-gs/
├── Scripts/ # Core C# implementation
│ ├── SplatData.cs # Data container and GPU buffer management
│ ├── SplatDataBinder.cs # VFX Graph integration
│ ├── SplatDataInspector.cs # Custom inspector for SplatData
│ └── SplatImporter.cs # PLY file importer with burst compilation
├── VFXGraphHLSL/ # GPU shader functions
│ ├── CalculateAxes.hlsl # Quaternion to matrix conversion
│ ├── CalculateSH.hlsl # Spherical harmonics calculations
│ └── GetMajorAxes.hlsl # Projection axis selection
├── SplatVFX.vfx # Main VFX Graph asset
└── [PLY files] # Gaussian splat data files
```
## License
This project is licensed under the MIT License. See the LICENSE file for details.
## References
- [Original Gaussian Splatting Code](https://github.com/graphdeco-inria/gaussian-splatting)
- [SplatVFX](https://github.com/keijiro/SplatVFX)
> ## Additional Notes
> - The importer processes files in 256MB chunks to handle large files
> - Presently, the splat file *must* have all splat data present, including spherical harmonics. It currently only supports `float` type variables and binary-encoded files.