BlueRoseNote/03-UnrealEngine/Rendering/RenderFeature/UE5 3DGaussians 插件笔记.md

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---
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<FThreeDGaussian>`数据。
- 进行排序
- 初始化一个`TArray<FThreeDGaussianSortPair> 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<UTexture2D*>& 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<UTexture2D*> 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<FThreeDGaussiansTree> 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<FThreeDGaussiansData> 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<FThreeDGaussiansData> data;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "3D Gaussians") TArray<FThreeDGaussiansTree> 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_sh0SH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FThreeDGaussiansDatatexture_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。