Abstract base class for a render graph pass.
A node in a splat tileset tree.
Per-frame camera view for LOD + culling.
Decoded glTF splat content: the splats plus the node's local transform (mat4, column-major).
One training camera pose from a 3DGS cameras.json (world / splat space).
A decoded Gaussian splat cloud in renderer-ready form. The two typed arrays are uploaded verbatim to GPU storage buffers.
u32 words per splat in the geometry buffer.
Bytes per splat in the geometry buffer.
Spherical-harmonic coefficients stored per splat (degree 3 = 16).
u32 words per splat in the SH buffer (16 coeffs × 3 channels × f16 / 2).
Decode a glTF Gaussian-splat .glb (e.g. a Cesium 3D-Tiles splat tile) into
SplatData + the splat node's transform.
Bake a column-major mat4 m into a SplatData in place: transforms each splat's
position, rotates its orientation quaternion by m's rotation, and scales its size by
m's scale. Use to place a decoded splat cloud at a world location/orientation (the
GaussianSplatPass has no per-cloud model matrix). Assumes m is a similarity
transform (rotation + uniform-ish scale + translation), which Cesium splat node + ENU
placement matrices are.
Prompt the user for a directory and resolve the best splat file inside it.
Resolve a dropped DataTransferItem (file or directory) to a splat source.
Load a resolved file into SplatData, dispatching by extension.
Parse a 3DGS .ply from a File/Blob, streaming the body. onProgress
receives a 0..1 fraction as splats are decoded.
((deg + 1)^2) — number of SH coefficients for a given band.
Logistic sigmoid, matching the activation 3DGS applies to stored opacity.
Convert a JS number to its IEEE-754 half-precision (f16) bit pattern.
Pack two f16 values into one u32 (low half = a), matching WGSL pack2x16float.
Parse a .spz file. onProgress reports a 0..1 fraction (the gzip inflate
happens up front as a single step, then per-splat unpacking streams the
fraction toward 1).
The 3D Gaussian-splatting subsystem: loads splat scenes (.ply / .spz, or a picked/dropped source), the GPU radix sort, and the render pass that preprocesses + draws them. Imported via the
taos/splatssubpath, e.g.import { GaussianSplatPass } from 'taos/splats';.