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@playcanvas/splat-transform

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Library and CLI tool for 3D Gaussian splat format conversion and transformation

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# SplatTransform - 3D Gaussian Splat Converter [![NPM Version](https://img.shields.io/npm/v/@playcanvas/splat-transform.svg)](https://www.npmjs.com/package/@playcanvas/splat-transform) [![NPM Downloads](https://img.shields.io/npm/dw/@playcanvas/splat-transform)](https://npmtrends.com/@playcanvas/splat-transform) [![License](https://img.shields.io/npm/l/@playcanvas/splat-transform.svg)](https://github.com/playcanvas/splat-transform/blob/main/LICENSE) [![Discord](https://img.shields.io/badge/Discord-5865F2?style=flat&logo=discord&logoColor=white&color=black)](https://discord.gg/RSaMRzg) [![Reddit](https://img.shields.io/badge/Reddit-FF4500?style=flat&logo=reddit&logoColor=white&color=black)](https://www.reddit.com/r/PlayCanvas) [![X](https://img.shields.io/badge/X-000000?style=flat&logo=x&logoColor=white&color=black)](https://x.com/intent/follow?screen_name=playcanvas) | [User Guide](https://developer.playcanvas.com/user-manual/gaussian-splatting/editing/splat-transform/) | [API Reference](https://api.playcanvas.com/splat-transform/) | [Blog](https://blog.playcanvas.com/) | [Forum](https://forum.playcanvas.com/) | SplatTransform is an open source library and CLI tool for converting and editing Gaussian splats. It can: πŸ“₯ Read PLY, Compressed PLY, SOG, SPZ, SPLAT, KSPLAT and LCC formats πŸ“€ Write PLY, Compressed PLY, SOG, SPZ, GLB, CSV, HTML Viewer, LOD, Voxel and WebP image formats πŸ“Š Generate statistical summaries for data analysis πŸ”— Merge multiple splats πŸ”„ Apply transformations to input splats πŸŽ›οΈ Filter out Gaussians or spherical harmonic bands πŸ”€ Reorder splats for improved spatial locality βš™οΈ Procedurally generate splats using JavaScript generators The library is platform-agnostic and can be used in both Node.js and browser environments. ## Installation Install or update to the latest version: ```bash npm install -g @playcanvas/splat-transform ``` For library usage, install as a dependency: ```bash npm install @playcanvas/splat-transform ``` For running on a backend with Docker (including GPU/Vulkan setup), see the [Docker Backend Guide](guides/DOCKER.md). ## Guides - [Streamed SOG Guide](guides/STREAMED_SOG.md) β€” build a multi-LOD streamed SOG from a single PLY. - [Collision Mesh Guide](guides/COLLISION.md) β€” generate voxel/collision data from a splat scene. - [Docker Backend Guide](guides/DOCKER.md) β€” run splat-transform on a backend (incl. GPU/Vulkan setup). ## CLI Usage ```bash splat-transform [GLOBAL] input [ACTIONS] ... output [ACTIONS] ``` **Key points:** - Input files become the working set; ACTIONS are applied in order - The last file is the output; actions after it modify the final result - Use `null` as output to discard file output ## Supported Formats | Format | Input | Output | Description | | ------ | ----- | ------ | ----------- | | `.ply` | βœ… | βœ… | Standard PLY format | | `.sog` | βœ… | βœ… | Bundled super-compressed format (recommended) | | `meta.json` | βœ… | βœ… | Unbundled super-compressed format (accompanied by `.webp` textures) | | `.compressed.ply` | βœ… | βœ… | Compressed PLY format (auto-detected and decompressed on read) | | `.spz` | βœ… | βœ… | Compressed splat format (Niantic format, v2–4) | | `.lcc` | βœ… | ❌ | LCC file format (XGRIDS) | | `.ksplat` | βœ… | ❌ | Compressed splat format (mkkellogg format) | | `.splat` | βœ… | ❌ | Compressed splat format (antimatter15 format) | | `.mjs` | βœ… | ❌ | Generate a scene using an mjs script (Beta) | | `.glb` | ❌ | βœ… | Binary glTF with [KHR_gaussian_splatting](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_gaussian_splatting) extension | | `.csv` | ❌ | βœ… | Comma-separated values spreadsheet | | `.html` | ❌ | βœ… | HTML viewer app (single-page or unbundled) based on SOG | | `.voxel.json` | ❌ | βœ… | Sparse voxel octree for collision detection | | `lod-meta.json` | ❌ | βœ… | Streamed LOD data stored in SOG chunks | | `.webp` | ❌ | βœ… | Lossless WebP image rendered from a camera view via GPU rasterizer | | `null` | ❌ | βœ… | Discard output (useful with `--summary` for analysis-only runs) | ## Actions Actions execute in the order specified and can be repeated. Any action may appear after any input or output file: ```none -t, --translate <x,y,z> Translate Gaussians by (x, y, z) -r, --rotate <x,y,z> Rotate Gaussians by Euler angles (x, y, z), in degrees -s, --scale <factor> Uniformly scale Gaussians by factor -H, --filter-harmonics <0|1|2|3> Remove spherical harmonic bands > n -N, --filter-nan Remove Gaussians with NaN values and most Inf values; retains +Infinity in opacity and -Infinity in scale_* -B, --filter-box <x,y,z,X,Y,Z> Remove Gaussians outside box (min, max corners) -S, --filter-sphere <x,y,z,radius> Remove Gaussians outside sphere (center, radius) -V, --filter-value <name,cmp,value> Keep Gaussians where <name> <cmp> <value> cmp ∈ {lt,lte,gt,gte,eq,neq} opacity, scale_*, f_dc_* use transformed values (linear opacity 0-1, linear scale, linear color 0-1). Append _raw for raw PLY values (e.g. opacity_raw). -F, --decimate <n|n%> Simplify to n Gaussians via progressive pairwise merging Use n% to keep a percentage of Gaussians -G, --filter-floaters [size,op,min] Remove Gaussians not contributing to any solid voxel. Evaluates each Gaussian at occupied voxel centers. Default: size=0.05, opacity=0.1, min=0.004 (1/255). Bare flag (no value) uses all defaults. -D, --filter-cluster [res,op,min] Keep only the connected cluster at --seed-pos. GPU-voxelizes at coarse resolution (res world units/voxel). Default: res=1.0, opacity=0.999, min=0.1. Bare flag (no value) uses all defaults. -p, --params <key=val,...> Pass parameters to .mjs generator script -l, --lod <n> Tag the Gaussians with LOD level n (n >= 0) -m, --summary Print per-column statistics to stdout -M, --morton-order Reorder Gaussians by Morton code (Z-order curve) ``` ## General Options ```none -h, --help Show this help and exit -v, --version Show version and exit -q, --quiet Suppress non-error output --verbose Show debug-level diagnostics --mem Show memory usage in progress output --tty Interactive bar rendering (default on a TTY; --no-tty to disable) -w, --overwrite Overwrite output file if it exists ``` ## GPU Options Used by SOG compression and GPU voxelization (`--filter-cluster`, `--filter-floaters`, `.voxel.json` output). ```none -L, --list-gpus List available GPU adapters and exit -g, --gpu <n|cpu> Device for GPU operations: GPU adapter index | 'cpu' ('cpu' disables GPU and is incompatible with GPU-only features like --filter-cluster) ``` ## SOG Compression Options Apply when writing `.sog`, `meta.json`, `lod-meta.json`, or `.html` outputs. ```none -i, --iterations <n> Iterations for SH compression (more=better). Default: 10 ``` ## SPZ Output Options Apply when writing `.spz` outputs. ```none --spz-version <3|4> The SPZ format version to write. Default: 4 ``` ## HTML Viewer Output Options Apply when writing `.html` outputs. ```none -E, --viewer-settings <settings.json> HTML viewer settings JSON file -U, --unbundled Generate unbundled HTML viewer with separate files ``` > [!NOTE] > See the [SuperSplat Viewer Settings Schema](https://github.com/playcanvas/supersplat-viewer?tab=readme-ov-file#settings-schema) for details on how to pass data to the `-E` option. ## LCC Input Options Apply when reading `.lcc` files. ```none -O, --lod-select <n,n,...> Comma-separated LOD levels to read from LCC input ``` ## LOD Output Options Apply when writing `lod-meta.json` (multi-LOD streaming SOG bundle). ```none -C, --lod-chunk-count <n> Approximate number of Gaussians per LOD chunk in K. Default: 512 -X, --lod-chunk-extent <n> Approximate size of an LOD chunk in world units (m). Default: 16 ``` See the [Generating Streamed SOG Data](guides/STREAMED_SOG.md) guide for an end-to-end walkthrough. ## Voxel Output Options Apply when writing `.voxel.json` (sparse voxel octree for collision detection). See the [Collision Mesh Guide](guides/COLLISION.md) for a deep dive on each step and tuning. ```none --voxel-params [size,opacity] Voxel size and opacity threshold. Default: 0.05,0.1 --voxel-external-fill [size] Seal exterior voxels via boundary flood fill (interior scenes). [size] (world units) is the dilation distance applied before the flood fill to bridge small wall gaps. --seed-pos is used to verify the volume is enclosed at the seed; the fill is skipped if the seed is reachable from outside. Default size: 1.6 --voxel-floor-fill [size] Fill each column upward from bottom until hitting solid (exterior scenes). Optional size (world units): only patch XZ areas surrounded by floor within 2*size; large empty exterior areas are left alone. Default size: 1.6 --voxel-carve [h,r] Carve navigable space using capsule flood fill from seed. Default: height=1.6, radius=0.2 --seed-pos <x,y,z> Seed position for voxel fill/carve and --filter-cluster. Default: 0,0,0 -K, --collision-mesh [smooth|faces] Generate collision mesh (.collision.glb). Default: smooth ``` ## Image Output Options Apply when writing `.webp` (lossless WebP rendered via GPU rasterizer). ```none --projection <pinhole|equirect> Camera projection. Default: pinhole. equirect = 360°×180Β° panorama from --camera; --fov must be omitted; --resolution must be 2:1 (default 2048x1024). --camera <x,y,z> Camera position in world space. Default: 2,1,-2 --look-at <x,y,z> Camera target point. Default: 0,0,0 --up <x,y,z> World up vector. Default: 0,1,0 --fov <degrees> Vertical field of view in degrees. Default: 60. Rejected with --projection equirect. --resolution <WxH> Output resolution, e.g. 1920x1080. Default: 1280x720 (pinhole) or 2048x1024 (equirect) --near <n> Near clip distance. Default: 0.2 (matches reference 3DGS) --background <r,g,b[,a]> Background color in [0,1]. Default: 0,0,0,1 --f-stop <N> Aperture as a photographic f-stop (e.g. 2.8, 5.6, 11). Enables defocus blur; smaller = more blur. Pinhole only. Default: disabled (no defocus). --focus-distance <n> Camera-space Z of the focus plane (world units). Default: distance to --look-at. Pinhole only; only meaningful with --f-stop. --sensor-size <n> Vertical sensor height in world units. Gives --f-stop a physical meaning. Default: 0.024 (35mm full-frame, world units = meters). Scale to your world: world unit = decimeter β†’ 0.24, world unit = millimeter β†’ 24. --camera-end <x,y,z> End camera position. When set, enables camera motion blur: the renderer averages sub-frames with the camera interpolated from --camera (shutter open) to --camera-end (shutter close). Default: disabled (no motion blur). --look-at-end <x,y,z> End camera target. Default: same as --look-at. Only with --camera-end. --up-end <x,y,z> End up vector. Default: same as --up. Only with --camera-end. --shutter <0..1> Fraction of the startβ†’end segment integrated, centered on the midpoint (1.0 = full motion; 0.5 = 180Β° shutter). Default: 1. Only with --camera-end. --motion-samples <n> Sub-frames to accumulate for motion blur. Cost is NΓ— a single render. Default: 16. Only with --camera-end. ``` ## Examples ### Basic Operations ```bash # Simple format conversion splat-transform input.ply output.csv # Convert from .splat format splat-transform input.splat output.ply # Convert from .ksplat format splat-transform input.ksplat output.ply # Convert to compressed PLY splat-transform input.ply output.compressed.ply # Uncompress a compressed PLY back to standard PLY # (compressed .ply is detected automatically on read) splat-transform input.compressed.ply output.ply # Convert to SOG bundled format splat-transform input.ply output.sog # Convert to SOG unbundled format splat-transform input.ply output/meta.json # Convert from SOG (bundled) back to PLY splat-transform scene.sog restored.ply # Convert from SOG (unbundled folder) back to PLY splat-transform output/meta.json restored.ply # Convert to standalone HTML viewer (bundled, single file) splat-transform input.ply output.html # Convert to unbundled HTML viewer (separate CSS, JS, and SOG files) splat-transform -U input.ply output.html # Convert to HTML viewer with custom settings splat-transform -E settings.json input.ply output.html ``` ### Transformations ```bash # Scale and translate splat-transform bunny.ply -s 0.5 -t 0,0,10 bunny_scaled.ply # Rotate by 90 degrees around Y axis splat-transform input.ply -r 0,90,0 output.ply # Chain multiple transformations splat-transform input.ply -s 2 -t 1,0,0 -r 0,0,45 output.ply ``` ### Filtering ```bash # Remove entries containing NaN and Inf splat-transform input.ply --filter-nan output.ply # Filter by opacity values (keep only splats with opacity > 0.5) splat-transform input.ply -V opacity,gt,0.5 output.ply # Strip spherical harmonic bands higher than 2 splat-transform input.ply --filter-harmonics 2 output.ply # Simplify to 50000 splats via progressive pairwise merging splat-transform input.ply --decimate 50000 output.ply # Simplify to 25% of original splat count splat-transform input.ply -F 25% output.ply ``` ### Advanced Usage ```bash # Combine multiple files with different transforms splat-transform -w cloudA.ply -r 0,90,0 cloudB.ply -s 2 merged.compressed.ply # Apply final transformations to combined result splat-transform input1.ply input2.ply output.ply -t 0,0,10 -s 0.5 ``` ### Statistical Summary Generate per-column statistics for data analysis or test validation: ```bash # Print summary, then write output splat-transform input.ply --summary output.ply # Print summary without writing a file (discard output) splat-transform input.ply -m null # Print summary before and after a transform splat-transform input.ply --summary -s 0.5 --summary output.ply ``` The summary includes min, max, median, mean, stdDev, nanCount and infCount for each column in the data. ### Generators (Beta) Generator scripts can be used to synthesize gaussian splat data. See [gen-grid.mjs](generators/gen-grid.mjs) for an example. ```bash splat-transform gen-grid.mjs -p width=10,height=10,scale=10,color=0.1 scenes/grid.ply -w ``` ### Voxel Format The voxel format stores sparse voxel octree data for collision detection. It consists of two files: `.voxel.json` (metadata) and `.voxel.bin` (binary octree data). Pass `-K` to also emit a `.collision.glb` mesh derived from the voxel grid. For a step-by-step walkthrough of each option (with illustrations), see the [Collision Mesh Guide](guides/COLLISION.md). #### Recommended pipeline ```bash splat-transform input.ply \ --filter-cluster --seed-pos x,y,z \ [--voxel-external-fill | --voxel-floor-fill] [--voxel-carve] \ [-K [smooth|faces]] \ output.voxel.json ``` `--filter-cluster` isolates the central scene and discards stray floaters before voxelization. `--seed-pos` is shared by `--filter-cluster` and the voxel fill/carve passes β€” set it once to a known-walkable point inside the scene. #### Interior scenes (rooms, indoor scans) Use `--voxel-external-fill` to seal the void around the room interior, then `--voxel-carve` to hollow out the navigable space: ```bash splat-transform room.ply \ --filter-cluster --seed-pos 0,1,0 \ --voxel-external-fill --voxel-carve \ -K room.voxel.json ``` #### Exterior scenes (outdoor objects, terrain) Use `--voxel-floor-fill` to fill the ground beneath surfaces, optionally followed by `--voxel-carve`: ```bash splat-transform terrain.ply \ --filter-cluster --seed-pos 0,0,0 \ --voxel-floor-fill \ -K terrain.voxel.json ``` #### Other examples ```bash # Voxelize with custom resolution and opacity threshold splat-transform --voxel-params 0.1,0.3 input.ply output.voxel.json # Custom carve capsule (height, radius) splat-transform --seed-pos 1,0,0 --voxel-carve 2.0,0.3 input.ply output.voxel.json # Watertight voxel-face collision mesh splat-transform -K faces input.ply output.voxel.json ``` ### Image Rendering Render a splat scene to a lossless WebP image from a given camera view. Rendering runs on the GPU. ```bash # Default 1280x720 render splat-transform input.ply view.webp # Custom camera and resolution splat-transform input.ply view.webp \ --camera 2,1,-2 --look-at 0,0,0 \ --fov 50 --resolution 1920x1080 # Transparent background splat-transform input.ply view.webp --background 0,0,0,0 # Defocus blur (focus on look-at, f/2.8 aperture) splat-transform input.ply view.webp --f-stop 2.8 # Defocus with explicit focus distance and a smaller world scale splat-transform input.ply view.webp \ --f-stop 2.8 --focus-distance 3 --sensor-size 0.1 # 360Β° equirectangular panorama from camera position splat-transform input.ply pano.webp \ --projection equirect --camera 0,1,0 --look-at 0,1,1 # Camera motion blur (dolly from start to end pose over the shutter) splat-transform input.ply view.webp \ --camera 2,1,-2 --camera-end 3,1,-2 \ --motion-samples 16 --shutter 1 ``` ### Device Selection for SOG Compression When compressing to SOG format, you can control which device (GPU or CPU) performs the compression: ```bash # List available GPU adapters splat-transform --list-gpus # Let WebGPU automatically choose the best GPU (default behavior) splat-transform input.ply output.sog # Explicitly select a GPU adapter by index splat-transform -g 0 input.ply output.sog # Use first listed adapter splat-transform -g 1 input.ply output.sog # Use second listed adapter # Use CPU for compression instead (much slower but always available) splat-transform -g cpu input.ply output.sog ``` > [!NOTE] > When `-g` is not specified, WebGPU automatically selects the best available GPU. Use `-L` to list available adapters with their indices and names. The order and availability of adapters depends on your system and GPU drivers. Use `-g <index>` to select a specific adapter, or `-g cpu` to force CPU computation. > [!WARNING] > CPU compression can be significantly slower than GPU compression (often 5-10x slower). Use CPU mode only if GPU drivers are unavailable or problematic. ## Getting Help ```bash # Show version splat-transform --version # Show help splat-transform --help ``` --- ## Library Usage SplatTransform exposes a programmatic API for reading, processing, and writing Gaussian splat data. ### Basic Import ```typescript import { readFile, writeFile, getInputFormat, getOutputFormat, DataTable, processDataTable } from '@playcanvas/splat-transform'; ``` ### Key Exports | Export | Description | | ------ | ----------- | | `readFile` | Read splat data from various formats | | `writeFile` | Write splat data to various formats | | `getInputFormat` | Detect input format from filename | | `getOutputFormat` | Detect output format from filename | | `DataTable`, `Column` | Core data structures for splat data | | `combine` | Merge multiple DataTables into one | | `convertToSpace` | Convert a DataTable between coordinate spaces | | `processDataTable` | Apply a sequence of processing actions | | `computeSummary` | Generate statistical summary of data | | `sortMortonOrder` | Sort indices by Morton code for spatial locality | | `sortByVisibility` | Sort indices by visibility score for filtering | | `writeVoxel` | Write sparse voxel octree files | | `writeImage` | Render a camera view to a lossless WebP image (requires GPU) | | `renderSplats` | Lower-level renderer returning the raw RGBA byte buffer | ### File System Abstractions The library uses abstract file system interfaces for maximum flexibility: **Reading:** - `UrlReadFileSystem` - Read from URLs (browser/Node.js) - `MemoryReadFileSystem` - Read from in-memory buffers - `ZipReadFileSystem` - Read from ZIP archives **Writing:** - `MemoryFileSystem` - Write to in-memory buffers - `ZipFileSystem` - Write to ZIP archives ### Example: Reading and Processing ```typescript import { Vec3 } from 'playcanvas'; import { readFile, writeFile, getInputFormat, getOutputFormat, processDataTable, UrlReadFileSystem, MemoryFileSystem } from '@playcanvas/splat-transform'; // Read a PLY file from URL const fileSystem = new UrlReadFileSystem(); const inputFormat = getInputFormat('scene.ply'); const dataTables = await readFile({ filename: 'https://example.com/scene.ply', inputFormat, options: { iterations: 10 }, params: [], fileSystem }); // Apply transformations const processed = processDataTable(dataTables[0], [ { kind: 'scale', value: 0.5 }, { kind: 'translate', value: new Vec3(0, 1, 0) }, { kind: 'filterNaN' } ]); // Write to in-memory buffer const memFs = new MemoryFileSystem(); const outputFormat = getOutputFormat('output.ply', {}); await writeFile({ filename: 'output.ply', outputFormat, dataTable: processed, options: {} }, memFs); // Get the output data const outputBuffer = memFs.files.get('output.ply'); ``` ### Processing Actions The `processDataTable` function accepts an array of actions: ```typescript type ProcessAction = | { kind: 'translate'; value: Vec3 } | { kind: 'rotate'; value: Vec3 } // Euler angles in degrees | { kind: 'scale'; value: number } | { kind: 'filterNaN' } | { kind: 'filterByValue'; columnName: string; comparator: 'lt'|'lte'|'gt'|'gte'|'eq'|'neq'; value: number } | { kind: 'filterBands'; value: 0|1|2|3 } | { kind: 'filterBox'; min: Vec3; max: Vec3 } | { kind: 'filterSphere'; center: Vec3; radius: number } | { kind: 'filterFloaters'; voxelResolution?: number; opacityCutoff?: number; minContribution?: number } // GPU | { kind: 'filterCluster'; voxelResolution?: number; seed?: Vec3; opacityCutoff?: number; minContribution?: number } // GPU | { kind: 'decimate'; count: number | null; percent: number | null } | { kind: 'param'; name: string; value: string } | { kind: 'lod'; value: number } | { kind: 'summary' } | { kind: 'mortonOrder' }; ``` > [!NOTE] > `filterFloaters` and `filterCluster` require a GPU device β€” pass `createDevice` via the `ProcessOptions` argument to `processDataTable`. ### Custom Logging Configure the logger for your environment: ```typescript import { logger } from '@playcanvas/splat-transform'; logger.setLogger({ log: console.log, warn: console.warn, error: console.error, debug: console.debug, progress: (text) => process.stdout.write(text), output: console.log }); logger.setQuiet(true); // Suppress non-error output ```