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Clipping Planes with Gaussian Splats #238
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Easiest option is to do this in vertex shader, but if you don't need to change it in real-time and only do it once, then it can be done via pre-processing step where you remove splats manually. It would required regeneration of the octree in this viewer though, AFAIK.
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I've been thinking about the best way to accomplish something like this and I think I'm going to add a feature where you can specify an arbitrary number of clipping shapes (plane, cube, sphere, etc.). I'm simultaneously developing a feature to toggle the visibility of individual splat scenes, so the same code in the shader could be used to hide/show splats for both. |
I add a filter in SplatLoader to skip the point I don't want. For clip, I set a range for position of each point. And it can avoid modifying the shader. |
Is there a way to do plane clipping based on exact positions instead of centers? Just like clipping a normal mesh?Clipping of centers will only decide whether a splat is shown or not, and the rendering results of the boundary tend to be rough. I was wondering if there's a way to achieve real clipping, to make part of a splat point visible while part of it invisible? |
I'm trying to find a way to clip a part of my splat, but I haven't really seen anything about this online. Has anyone had any luck with clipping? Is it possible with this library?
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