import { createGaussianScene, type GaussianScene, type GaussianSceneMetadata } from '@ai3d/gaussian-scene' export const GAUSSIANS_PER_POINT = 32 export const GAUSSIAN_FEATURE_WIDTH = 480 const OPACITY_BIAS = Math.log(0.1 / 0.9) const SCALE_BIAS = Math.log(Math.expm1(0.004)) const OFFSET_SCALE_BIAS = Math.log(Math.expm1(0.05)) const BASE_OFFSETS = buildBaseOffsets() function softplus(value: number): number { if (value > 20) return value if (value < -20) return Math.exp(value) return Math.log1p(Math.exp(value)) } function sigmoid(value: number): number { return value >= 0 ? 1 / (1 + Math.exp(-value)) : Math.exp(value) / (1 + Math.exp(value)) } function radicalInverse(base: number, value: number): number { let output = 0 let inversePower = 1 / base while (value > 0) { output += (value % base) * inversePower value = Math.floor(value / base) inversePower /= base } return output } function buildBaseOffsets(): Float32Array { const offsets = new Float32Array(GAUSSIANS_PER_POINT * 3) for (let index = 0; index < GAUSSIANS_PER_POINT; index += 1) { const values = [index / GAUSSIANS_PER_POINT, radicalInverse(2, index), radicalInverse(3, index)] for (let axis = 0; axis < 3; axis += 1) { offsets[index * 3 + axis] = Math.atanh((values[axis] * 2 - 1) / 1.5) } } return offsets } export interface DecodeGaussiansOptions { metadata: GaussianSceneMetadata } /** Decode the official fixed-length ElasticGaussian 480-feature representation. */ export function decodeGaussians( points: Float32Array, features: Float32Array, options: DecodeGaussiansOptions, ): GaussianScene { if (points.length % 3 !== 0) throw new RangeError('points must contain xyz triplets.') const pointCount = points.length / 3 if (features.length !== pointCount * GAUSSIAN_FEATURE_WIDTH) { throw new RangeError(`features must contain ${pointCount * GAUSSIAN_FEATURE_WIDTH} values.`) } const count = pointCount * GAUSSIANS_PER_POINT const positions = new Float32Array(count * 3) const scales = new Float32Array(count * 3) const rotations = new Float32Array(count * 4) const sphericalHarmonics = new Float32Array(count * 3) const opacities = new Float32Array(count) for (let point = 0; point < pointCount; point += 1) { const featureBase = point * GAUSSIAN_FEATURE_WIDTH for (let gaussian = 0; gaussian < GAUSSIANS_PER_POINT; gaussian += 1) { const output = point * GAUSSIANS_PER_POINT + gaussian const output3 = output * 3 const output4 = output * 4 const learnedOffsetScale = softplus(features[featureBase + 448 + gaussian] + OFFSET_SCALE_BIAS) for (let axis = 0; axis < 3; axis += 1) { const component = gaussian * 3 + axis positions[output3 + axis] = points[point * 3 + axis] + Math.tanh(features[featureBase + component] + BASE_OFFSETS[component]) * 0.75 * learnedOffsetScale - 0.5 sphericalHarmonics[output3 + axis] = features[featureBase + 96 + component] const scale = softplus(features[featureBase + 192 + component] + SCALE_BIAS) scales[output3 + axis] = Math.sqrt(scale * scale + 0.0009 ** 2) } for (let component = 0; component < 4; component += 1) { rotations[output4 + component] = features[featureBase + 288 + gaussian * 4 + component] * 0.1 + (component === 0 ? 1 : 0) } opacities[output] = sigmoid(features[featureBase + 416 + gaussian] + OPACITY_BIAS) } } return createGaussianScene({ count, positions, scales, rotations, opacities, sphericalHarmonics, metadata: options.metadata, }) }