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The implementation was actually mentioned in changelog, it's a port of this: https://github.com/aras-p/UnityGaussianSplatting We use Bitonic sort instead of Radix sort, since the version of Unity we use doesn't support wave intrinsics which are necessary for that. We might be limited on this until we switch graphics engine, to have access to newer methods. However we can also open this up to community contributions. |
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I'm not totally sure the exact implementation currently used for rendering gaussian splats in Resonite, so this is more of a curiosity and list of potential emerging improvements for Gaussian Splats in general given that they are such a heavy rendering primitive, any sort of improvements offer extra rendering budget.
Here are some promising new developments:
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