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Multimedia 1 dla listy Gaussian Splat Lab - 3D Gaussian Splatting Renderer & Editor
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Import, render and edit 3D Gaussian Splatting scenes directly in Unreal Engine.


Bring 3D Gaussian Splatting scenes into Unreal Engine and treat them like any

other asset — import a .ply, drop it into a level, and edit it in place.


## Rendering


A GPU splat renderer built on Unreal's Render Dependency Graph. Projection and

depth sorting run as compute shaders with a bitonic sort, and colour is

evaluated from spherical harmonics up to degree 3, so scenes keep their

view-dependent highlights instead of flattening to diffuse.


Splats render inside the scene as regular geometry. They respect depth

occlusion against other objects and pass through your project's

post-processing like anything else in the level.


## Editing


A non-destructive toolset in the asset editor:


- Rectangle, brush and box selection

- The box selection has its own OBB gizmo with move / rotate / scale and a

  local / world toggle

- Depth filter, so you can grab only front-facing splats

- A deletion mask that stays reversible until you press Bake

- Directional lighting (up to five lights)

- Colour correction: brightness, contrast, saturation, exposure


## Import


Drop a .ply from any standard 3DGS trainer into the Content Browser. Positions,

scales, rotations, opacity and SH coefficients are packed into textures at

import time. Optional culling removes near-transparent and sub-pixel splats,

cutting memory and sort cost without a visible quality change.


## Optional: train inside the editor


A separate CUDA trainer turns COLMAP reconstructions into splats without

leaving Unreal. It is distributed free and open source (Apache 2.0) from

GitHub and requires an NVIDIA GPU.


The plugin does not need it. Import, rendering and every editing tool work on

their own — the Training tab simply shows an install notice when the trainer

is absent.


## Requirements


- Unreal Engine 5.4

- Windows 10 / 11 (x64)

- A GPU capable of compute shaders (SM5)


No CUDA, no NVIDIA GPU and no external executable is needed for the plugin

itself.


## Known limitations


- Windows x64 only

- Colours in the level viewport differ from the asset editor preview, since a

  placed splat goes through your project's tone mapping and auto exposure.

  Adjust the asset's Exposure value to bring them closer.

- SH artefacts can appear in regions covered by few training views. Lowering

  SHEval Degree reduces them; the real fix is more coverage at capture time.

## How this differs Unlike Niagara-based implementations,

the renderer uses a dedicated RDG compute pipeline with GPU depth sorting. Splats occlude correctly against scene geometry and against each other, and multiple splat actors can coexist in the same level without transparency sorting artefacts. Editing is included, not planned. The asset editor ships with selection tools, a reversible deletion mask and per-asset lighting and colour correction.

The trainer is distributed free and open source (Apache 2.0): https://github.com/codakcoo/BAEKGS

My Youtube channel (training video):

https://www.youtube.com/watch?v=Nhqkl1l04PA&t=7s

https://www.youtube.com/watch?v=SKVqRdLwSQI

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