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WallGS - Gaussian Splat Renderer 제품 등록을 위한 미디어 1개

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Bring Gaussian splats into Unreal Engine 🚀

WallGS is a native Gaussian Splat Renderer for Unreal Engine, built to make large splat scenes easier to import, render, optimize, and use inside real projects.

Import your existing .SOG or .PLY Gaussian splat files directly into the Content Browser, drag them into your level, and experience them in the Unreal viewport and at runtime.

🌐 Website - Documentation - Join Discord Server

✨ What WallGS lets you do

✅ Import .SOG v2 and binary little-endian .PLY Gaussian splat files
✅ Render Gaussian splats directly in the Unreal viewport and at runtime
✅ Move, rotate, and scale splat actors naturally inside your levels
✅ Adjust rendering quality and optimization settings per actor
✅ Select Spherical Harmonics quality from Degree 0 to Degree 3
✅ Use Adaptive Density to balance visual detail and performance
✅ Set a maximum Splat Budget for predictable rendering workloads
✅ Use Unreal Post Process Volumes for exposure, color grading, and tone mapping
✅ Generate a Static Mesh with complex collision from your splat data
✅ Restrict collision generation to specific areas using WallGS Collision Volumes

📦 Native .SOG support

WallGS is built for modern Gaussian splat workflows—not only traditional .PLY files.

Import compressed .SOG v2 assets directly into Unreal Engine and work with large splat scenes through a practical, editor-friendly pipeline.

⚡ Performance controls for real projects

Every scene has different requirements. WallGS gives you control over how much detail is rendered so you can find the right balance between visual quality and performance.

Use Adaptive Density to preserve nearby detail while reducing work in distant areas. Lower Adaptive Detail when performance is the priority, raise the Splat Budget when additional GPU headroom is available, or reduce optimization when you want to preserve the source data more closely.

These controls are available per actor, allowing different splat assets to use different performance settings within the same level.

🧱 Turn splat scans into interactive environments

Gaussian splats normally provide visual information without usable scene collision.

WallGS can generate a Static Mesh with complex collision directly from your splat data, allowing scanned environments to support:

  • Player movement

  • Line traces

  • Object placement

  • Physics queries

  • Scene interaction

Choose the preset that best matches your asset:

🏠 Indoor — balanced collision for rooms, corridors, and architectural interiors
🌍 Outdoor — optimized for large environments and landscape-scale captures
📦 Object — finer collision for individual objects and smaller scans

For large scenes, place WallGS Collision Volume actors around the areas that need interaction. WallGS will generate collision only inside those volumes, helping keep the result focused and manageable.

ℹ️ Important information

  • Please change the Anti Aliasing in project settings to FXAA as TSR currently causes weird motion blur on movement.

  • WallGS renders existing Gaussian splat assets. It does not generate or train Gaussian splats from photographs, videos, or Unreal Engine scenes.

  • Generated collision is an automatic approximation of the visible scan rather than a hand-authored, watertight production mesh.

  • Collision quality and generation cost depend on the scene, voxel size, density settings, and selected generation area.

  • Very large splat assets can require significant GPU memory and rendering power. Use Adaptive Density, Splat Budget, and appropriate collision settings to achieve the best balance for your project.

  • WallGS 1.0 is currently released as a Beta. Test the plugin with your target project and hardware before production deployment.

  • Forward Shading is not supported, only works in Deferred.

  • I tested PCVR, it works but performance is not suitable

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