5.4 KiB
5.4 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
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UE5 3DGaussians 插件笔记 | 2023-12-22 11:44:33 | ⭐ |
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()。
- 初始化一个
- 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
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:
- 添加Niagara粒子组件,一个FThreeDGaussiansData生成一个粒子组件。
- 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
- 设置粒子材质属性:
- AlbedoTint
- 剔除设置:CropEnabled、CropTranslation、CropRotation、CropExtent
- 数据贴图(FThreeDGaussiansData):texture_width、texture_position、texture_rotation、texture_scaleAndOpacity。
- SH数据贴图(FThreeDGaussiansData):根据角度设置Niagara里texture_sh_X的贴图。
- 社会中剔除空间 CropTranslations、CropRotators、CropExtents、KillTranslations、KillRotators、KillExtents。
实现思路
4D高斯
- 实现一个Niagara Module实现对Texture2DArray贴图采样。
使用Niagara Cache。- 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:
- 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。
- 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。
- 将3D高斯各种贴图制作成SVT之后塞入Texture2DArray,在Niagara中采样。
- 在Niagara中根据Niagara 粒子ID对SVT进行采样。