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Left and Right eye Occlusion view in Unity #22
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In the GaussianSplattingVR scene you already have a camera. The option is above statistic panel in this image : https://github.com/clarte53/GaussianSplattingVRViewerUnity/blob/master/performance_vr.png |
No you cannot have this view without a headset connected. Your screen looks ok, it start like this, then you can check the 'point_cloud.ply' button to load the file but if you don't have a headset connected you will not see the gaussian splatting. If you want to see something start with the GaussianSplattingCam scene that is a scene without headset. |
I'm facing the same issue, I would like to load by default a *.ply file, and make sure it is placed at the right location. Otherwise, I always end up with the wrong position/rotation of my gaussian splat. Is there a way to display it in the scene inspector? |
You cannot display it in the inspector but you can deactivate "isXR" on GaussianSplattingCamera Script attached to the camera and press Play without headset connected. With this you can see the gaussian in the game view, move it in inspector and copy paste the transform. |
Thanks for your advice Peamon. |
First if you don't have done that, you have to download and copy "defaultmodel.bytes" file see Starting in the README.md Then you need to check that "defaultmodel.bytes" is correctly referenced : Then you have to uncheck the "isXR" on main camera : Then you have to press Play and check the "defaultmodel.ply" checkbox (in red) and then move the object (in blue) |
This is awesome, it works like a charm. Although the quality is much lower than my original splat file when visualized in other viewers, is there a way to improve the quality? |
check the "tex factor" parameter on GaussianSplattingCamera Script put it to 1 |
Hi, |
Moved, the first .ply to the root along with a different one, the UI now populates with both, but selecting either of them does not load them. I did notice in the 'Grabable Gaussian Model' object that gets instantiated that the Model File Path is showing as ".\filename.ply". Removing the .ply's from the root has the default model appear again and that one works. I exported both .ply's from poly.cam using their Splat PLY option. I re-exported using their standard PLY but that did not work either. |
If the original (demo) splat ply works, it looks like your custom splat have a problem. Could it be that the origin is not well placed, thus rendering the splat in a totally different location? You can use https://playcanvas.com/supersplat/editor/ to edit your splat file and export it again. |
It’s also important that the splat file use spherical harmonics of degree 3. The plug-in assume that. A evolution is needed to use sh degree 1 or 2.Envoyé de mon iPhoneLe 16 août 2024 à 07:32, seblanc ***@***.***> a écrit :
If the original (demo) splat ply works, it looks like your custom splat have a problem. Could it be that the origin is not well placed, thus rendering the splat in a totally different location? You can use https://playcanvas.com/supersplat/editor/ to edit your splat file and export it again.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you commented.Message ID: ***@***.***>
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Thanks seblanc, I didn't know about this tool. No luck though. Imported the splat, the origin was right in the middle, exported and still no dice. For my .ply, how can see if my file uses spherical harmonics of degree 3? |
Hi there,
Thank you for creating this plugin. I want to get the left and right eye view in the game view in unity. How do I do that? Currently I select the GaussianSplattingVR scene then add the Gaussia Splatting Camera script using add component > add the render and depth material parameters to get the one camera view of the splats.
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