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@@ -10,23 +10,17 @@ This is a Swift/Metal library for rendering scenes captured via the techniques d
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* SampleApp, a mini app to demonstrate how to use the above (based on Apple template code) -- don't expect much, it's intentionally minimal, just an illustration
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* SampleBoxRenderer, a drop-in replacement for MetalSplatter for debugging integration, which just renders the cube from Apple Metal template
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## Minimal early version
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### TODO
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There are a lot of optimizations missing here, it's still very much a work in progress, but
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I'm putting this out there in case there are any brave curious souls that want to tinker with it.
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### TODO / general shortcomings
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* Spherical harmonics
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* Chunking up into multiple buffers for scalability past ~4m splats
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* Support spherical harmonics
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* API documentation
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* Export in PLYIO, to help support editors
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* Import/export .splat
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* Sorting on GPU. Sorting is currently done on the CPU asynchronously at a lower framerate (~10 fps), which increases how often you'll see pops especially when the viewpoint changes quickly
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* Explore possibilities for further performance optimizations. Mesh shaders? OIT? Who knows?
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## Documentation
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You're right, the documentation is entirely missing. I mean, it's kinda embarrasing. Still, this was for fun and I'm gonna get to it eventually, after some of the higher-priority TODO items above. In the meantime, feel free to try out the sample app -- just, like I said, don't expect much.
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You're right, the documentation is entirely missing; it's a major TODO list item. In the meantime, feel free to try out the sample app -- just, like I said, don't expect much.
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1. Get yourself a gaussian splat PLY file.
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a. Maybe download the [scene data from the original paper](https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/) or [Polycam's gallery](https://poly.cam/tools/gaussian-splatting)

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