--- title: UE5 3DGaussians 插件笔记 date: 2023-12-22 11:44:33 excerpt: tags: rating: ⭐ --- # c++ 插件的c++部分主要实现了 - FThreeDGaussians——可以理解为一个场景或者根节点 - FThreeDGaussiansTree——类似BVH的空间切分树 - FThreeDGaussiansData——具体数据 - ply点云文件导入,流程如下 - FThreeDGaussiansImporterModule::PluginButtonClicked() - LoadPly(),载入`TArray`数据。 - 进行排序 - 初始化一个`TArray unsorted`并且进行排序。 - 取得各种排序用参数DO_SPLIT_BY_3D_MORTON_ORDER、DO_SPLIT_BY_DISTANCE、MAX_TEXTURE_WIDHT、MAX_NUM_PARTICLES - 采用莫顿码分割法、距离排序法。 - 莫顿码分割法:使用莫顿码进行排序,之后进行空间分割,构建一个三维加速结构。当当前区域点云数量小于MAX_NUM_PARTICLES后调用CreateDatum()。 - 距离排序法:根据Position上三个分量中最大绝对值进行排序,之后调用CreateDatum()。 - CreateDatum() - Sort3dMortonOrder()排序。 - CreateExr()创建Exr Texture文件。 - 将上一步创建的文件导入UE。 - CreateActorBpSubclass(),创建3DGaussians蓝图Actor,并且查找SetData函数并且将数据塞入。 ## FThreeDGaussians代码 ```c++ struct FThreeDGaussiansData { GENERATED_BODY() public: FThreeDGaussiansData() {} FThreeDGaussiansData(const TArray& textures, const FVector3f& in_minPos, const FVector3f& in_maxPos) { minPos = in_minPos; maxPos = in_maxPos; textureWidth = textures[0]->GetSizeX(); position = textures[0]; rotation = textures[1]; scaleAndOpacity = textures[2]; for (int i = 3; i < textures.Num(); i++) { sh.Add(textures[i]); } } UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") FVector3f minPos = FVector3f::Zero(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") FVector3f maxPos = FVector3f::Zero(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") int32 textureWidth = -1; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") UTexture2D* position; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") UTexture2D* rotation; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") UTexture2D* scaleAndOpacity; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") TArray sh; }; /** 类似BVH的控件数据结构 */ USTRUCT(BlueprintType) struct FThreeDGaussiansTree { GENERATED_BODY() public: FThreeDGaussiansTree() {} // Axis for split (x=0, y=1, z=2) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") int32 splitAxis = -1; // max value of the position of gaussian in child0 or leaf0 in "splitAxis" axis UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") float splitValue = 0.0f; // index of child tree node (Index of TArray tree) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") int32 childIndex0 = -1; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") int32 childIndex1 = -1; // index of child data node (Index of TArray data) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") int32 leafIndex0 = -1; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") int32 leafIndex1 = -1; }; /* 作为3D高斯数据的载荷 */ USTRUCT(BlueprintType) struct FThreeDGaussians { GENERATED_BODY() public: FThreeDGaussians() {} UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") TArray data; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") TArray tree; }; ``` # BP_3D_Gaussians_Base - BeginPlay:判断三维加速结构是否还子节点,如果有则开启Tick进行排序。 - Tick:根据摄像机位置对三维加速结构进行排序。 - ConstructionScript: 1. 添加Niagara粒子组件,一个FThreeDGaussiansData生成一个粒子组件。 2. 设置Niagara资产:NS_3D_Gaussians_sh0_mesh(勾选mesh选项)、NS_3D_Gaussians_sh0(SH角度)、NS_3D_Gaussians_sh1、NS_3D_Gaussians_sh2、NS_3D_Gaussians_sh3 3. 设置粒子材质属性: 1. AlbedoTint 2. 剔除设置:CropEnabled、CropTranslation、CropRotation、CropExtent 3. 数据贴图(FThreeDGaussiansData):texture_width、texture_position、texture_rotation、texture_scaleAndOpacity。 4. SH数据贴图(FThreeDGaussiansData):根据角度设置Niagara里texture_sh_X的贴图。 5. 社会中剔除空间 CropTranslations、CropRotators、CropExtents、KillTranslations、KillRotators、KillExtents。 # 实现思路 ## 4D高斯 1. 实现一个Niagara Module实现对Texture2DArray贴图采样。 2. ~~使用Niagara Cache~~。 3. 考虑 TextureStream机制以此节约显存。 ## 使用RVT实现3D高斯 LOD思路 AI数据侧: 1. 确定点云数据是否可以划分成四叉树的数据结构,也就是将一堆点云按照一个**距离阈值** 进行分割,最终形成一个四叉树。 1. 确定是否可以生成金字塔结构贴图(直接写入到Mipmap结构里),或者生成多张基于2的幕长度贴图。 UE侧: 目前已经测试过SVT可以放入到Niagara Texture Sampler中。同时也可以将SVT放到Texture2DArray中。 1. 将3D高斯各种贴图制作成SVT之后塞入Texture2DArray,在Niagara中采样。 2. 在Niagara中根据Niagara 粒子ID对SVT进行采样。