A cross-platform, high performance renderer for Gaussian Splatting using Vulkan Compute. Supports ✅ Windows, Linux, macOS, iOS, and visionOS
3DGS.cpp is a high performance, cross-platform implementation of Gaussian Splatting using the Vulkan API and compute pipelines.
Why Vulkan? We want to democratize the access to high-performance point-based radiance fields. Existing implementations of Gaussian Splatting are often limited to CUDA, which only runs on NVIDIA GPUs, and OpenGL is deprecated on Apple platforms. Additionally, Vulkan's compute capabilities are the closest to CUDA's with support for warp-level primitives (subgroups).
./3dgs_cpp_viewer {OPTIONS} [scene]
Vulkan Splatting
OPTIONS:
-h, --help Display this help menu
--validation Enable Vulkan validation layers
-v, --verbose Enable verbose logging
-d[physical-device],
--device=[physical-device] Select physical device by index
-i, --immediate-swapchain Set swapchain mode to immediate
(VK_PRESENT_MODE_IMMEDIATE_KHR)
-w[width], --width=[width] Set window width
-h[height], --height=[height] Set window height
--no-gui Disable GUI
scene Path to scene fil
3DGS.cpp requires the following dependencies:
Vulkan headers, Vulkan validation layers, glslangValidator, glfw, glm
The easiest way to install the first three is through the LunarG Vulkan SDK.
Alternatively, you can install the corresponding packages from your distro. For Ubuntu, the packages to install
are vulkan-headers, vulkan-validationlayers, glslang-dev, libglfw3-dev, libglm-dev
.
git clone https://github.com/shg8/3DGS.cpp/
cd 3DGS.cpp
mkdir build
cmake -DCMAKE_BUILD_TYPE=Release -S ./ -B ./build
cmake --build ./build -j4
The command line viewer will be under build/apps/viewer/
.
After installing Vulkan SDK, set the VULKAN_SDK
environmental variable to the install path. Alternatively,
pass -DVULKAN_SDK=\INSTALL\LOCATION\OF\YOUR\SDK
to CMake when configuring.
After installing the Vulkan SDK, please proceed with CMake configuration and build steps.
xcode_setup
CMake targetdynamic
, include
, and static
folders under apps/apple
project.xcconfig
Please feel free to open an issue if you have any feature suggestions or are interested in contributing.
If you are interested in integrating your Gaussian Splatting variant, please open an issue or a pull request. 3DGS.cpp's shaders follow the procedures outlined in the original paper, so it should be relatively easy to port your CUDA code. With cross-platform support, it's a great way to expand the reach and adoption of your research. If there are any questions, feel free to send me an email.
The main project is licensed under LGPL.
This project uses several third-party libraries. Here is a list of these libraries along with their respective licenses: