Dithered Splats VR
Experimental Gaussian Splatting rendering. I used dithering instead of alpha blending. It allowed me to skip splat sorting on CPU and I keep entire workflow on textures.
Dithering made in modified MeshInstancerFromTexture op.
Works in VR, tested on Meta Quest 3 standalone.
Work In Progress, to be improved...
Licence: Public Domain Dedication
Commercial use ok, freely remix, reuse this work without restriction, please credit the author.More patches made by cables users
what is cables?
Cables is a tool for creating beautiful interactive content. With an easy to navigate interface and real time visuals, it allows for rapid prototyping and fast adjustments.
cables is free to use!
Register