fix: smooth Gaussian falloff for capped splat radii in compute renderer#8549
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mvaligursky merged 1 commit intomainfrom Mar 24, 2026
Merged
fix: smooth Gaussian falloff for capped splat radii in compute renderer#8549mvaligursky merged 1 commit intomainfrom
mvaligursky merged 1 commit intomainfrom
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When a splat's projected extent exceeds the radius cap, rescale the covariance so the Gaussian reaches its cutoff at the capped boundary. Without this, splats close to the camera render as solid transparent rectangles with hard edges instead of smooth Gaussian falloff. This matches the quad renderer's implicit UV renormalization. Made-with: Cursor
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When a splat's projected extent exceeds the radius cap (2 × min viewport dimension), the compute renderer rendered it as a solid transparent rectangle with hard edges — the Gaussian was still opaque at the boundary. The quad renderer didn't have this issue because its UV normalization implicitly rescales the falloff to fit the capped quad.
Changes: