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fix: smooth Gaussian falloff for capped splat radii in compute renderer#8549

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mvaligursky merged 1 commit intomainfrom
mv-gsplat-capped-radius-falloff
Mar 24, 2026
Merged

fix: smooth Gaussian falloff for capped splat radii in compute renderer#8549
mvaligursky merged 1 commit intomainfrom
mv-gsplat-capped-radius-falloff

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@mvaligursky mvaligursky commented Mar 24, 2026

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:

  • Rescale the 2D covariance when the projected radius is capped, so the Gaussian reaches its cutoff at the capped boundary instead of beyond it
  • Produces smooth falloff matching the quad renderer's behavior
  • Zero cost for uncapped splats (scale factor is 1.0)

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
@mvaligursky mvaligursky self-assigned this Mar 24, 2026
@mvaligursky mvaligursky added the area: graphics Graphics related issue label Mar 24, 2026
@mvaligursky mvaligursky merged commit 3440a64 into main Mar 24, 2026
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@mvaligursky mvaligursky deleted the mv-gsplat-capped-radius-falloff branch March 24, 2026 14:54
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