--- id: wiki-2026-0508-websplatter-3d-gaussian-splattin title: WebSplatter (3D Gaussian Splatting) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [WebSplatter, 3DGS Web Viewer, Gaussian Splatting Web] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [3dgs, gaussian-splatting, webgl, webgpu, neural-rendering] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript framework: WebGL2/WebGPU --- # WebSplatter (3D Gaussian Splatting) ## 매 한 줄 > **"매 NeRF 의 후계자 — 매 3D scene 을 millions of anisotropic Gaussian 으로 표현, web 에서 60fps real-time render"**. 2023 SIGGRAPH (Kerbl et al.) 의 3DGS paper 가 NeRF 의 slow ray-marching 을 differentiable rasterization 으로 대체하면서 photorealistic 3D capture 가 commodity 가 되었다. 2026 현재 WebSplatter / antimatter15-splat / SuperSplat / gsplat.js 등이 매 browser 에서 native handling — Apple Vision Pro / Quest 3 immersive content 의 default format. ## 매 핵심 ### 매 3DGS 본질 - **Representation**: 매 scene = N개 (보통 1M-10M) 의 3D Gaussian — 매 Gaussian 은 (position μ, covariance Σ, opacity α, SH color coefficients) 로 parametrize. - **Rendering**: 매 differentiable rasterization — Gaussian 을 screen space ellipse 로 project 후 alpha-blend (front-to-back). - **Training**: 매 SfM (COLMAP) sparse cloud 로 init → photometric loss + densification/pruning heuristic 으로 optimize (~30min on RTX 4090 for one scene). ### 매 NeRF 대비 - **Speed**: NeRF 매 second-per-frame, 3DGS 매 100+ fps (1080p, RTX 30 class). - **Quality**: 매 PSNR 비슷 (Mip-NeRF 360 기준 27.4 vs 27.5), 매 sharper detail in foreground. - **Editability**: 매 explicit primitive — 매 Gaussian 단위 select / delete / transform 가능 (NeRF 매 implicit MLP, edit 어려움). ### 매 Web 배포 challenge 1. **File size**: 1M Gaussian × 60 byte/Gaussian = 60MB raw. 매 SOG / SOGS / .ply quantize 로 ~5-10MB 까지 압축. 2. **Sort cost**: 매 frame 마다 view-dependent depth sort 필요 (correct alpha blend). 매 GPU radix sort 필수. 3. **Browser GPU**: WebGL2 매 instanced rendering hack 필요, WebGPU 매 compute shader 로 native sort. ### 매 응용 1. Real estate 3D walkthrough — 매 phone 으로 capture, 매 WebSplatter viewer 로 share. 2. E-commerce — 매 product 360 turntable. 3. VFX previz — 매 set scan 후 Unreal/Blender 로 import. 4. Cultural heritage — 매 monument digitize. ## 💻 패턴 ### 1. Splat 파일 load (.splat / .ply) ```typescript // gsplat.js style loader import { Scene, Splat, SplatLoader } from "gsplat"; const scene = new Scene(); const loader = new SplatLoader(scene); const splat: Splat = await loader.loadAsync( "https://cdn.example.com/scene.splat", (progress) => console.log(`${(progress * 100).toFixed(1)}%`) ); console.log(`Loaded ${splat.data.vertexCount} Gaussians`); ``` ### 2. Gaussian sort (WebGPU compute) ```wgsl // depth-sort.wgsl — view-dependent radix sort @group(0) @binding(0) var positions: array>; @group(0) @binding(1) var depths: array; @group(0) @binding(2) var viewProj: mat4x4; @compute @workgroup_size(256) fn computeDepth(@builtin(global_invocation_id) gid: vec3) { let i = gid.x; if (i >= arrayLength(&positions)) { return; } let clip = viewProj * vec4(positions[i].xyz, 1.0); // negate so far → small key, near → large (back-to-front blending) depths[i] = bitcast(-clip.z / clip.w); } ``` ### 3. Splat instanced rendering (WebGL2) ```glsl // vertex shader — project 3D Gaussian to 2D ellipse in vec3 a_quad; // unit quad corner [-1,1] in vec3 a_center; // Gaussian μ in vec3 a_cov_a; // covariance row 0 in vec3 a_cov_b; // covariance row 1 in vec4 a_color; // SH degree-0 + opacity uniform mat4 u_viewProj; out vec2 v_uv; out vec4 v_color; void main() { vec4 clip = u_viewProj * vec4(a_center, 1.0); // project 3D covariance to 2D screen space (Zwicker EWA splatting) mat2 cov2d = projectCovariance(a_cov_a, a_cov_b, clip); vec2 axis = computeMajorAxis(cov2d); vec2 offset = a_quad.x * axis + a_quad.y * perpendicular(axis); gl_Position = clip + vec4(offset, 0.0, 0.0); v_uv = a_quad.xy; v_color = a_color; } ``` ### 4. Quantize (SOG format, 2025) ```python # self-organizing Gaussian — 90% size reduction import torch from sogs import SOGCompressor splat = torch.load("scene.pt") # raw 3DGS state compressor = SOGCompressor( position_bits=16, scale_bits=8, rotation_bits=8, sh_bits=6, ) compressed = compressor.compress(splat) compressor.write("scene.sog", compressed) # ~6MB instead of 60MB ``` ### 5. Train custom scene (gsplat library) ```python # Modern training pipeline (Nerfstudio + gsplat backend) from nerfstudio.scripts.train import main as train train([ "splatfacto", # gsplat-based pipeline "--data", "data/my_scene", "--max-num-iterations", "30000", "--pipeline.model.cull-alpha-thresh", "0.1", "--pipeline.model.densify-grad-thresh", "0.0002", ]) # Export: ns-export gaussian-splat --load-config outputs/.../config.yml ``` ### 6. React + WebSplatter component ```tsx import { Canvas } from "@react-three/fiber"; import { Splat } from "@react-three/drei"; export function SceneViewer({ url }: { url: string }) { return ( ); } ``` ### 7. Edit / mask Gaussians ```typescript // Remove Gaussians inside bounding box (e.g., remove a person) function maskOutBox(splat: Splat, min: Vec3, max: Vec3) { const keep: number[] = []; for (let i = 0; i < splat.data.vertexCount; i++) { const p = splat.data.getPosition(i); if (p.x < min.x || p.x > max.x || p.y < min.y || p.y > max.y) { keep.push(i); } } return splat.subset(keep); } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Static scene capture (real estate, VFX previz) | 3DGS — speed + quality 둘 다 | | Dynamic scene (humans, fluids) | 4D Gaussian Splatting (4DGS) or NeRF derivatives | | Mobile / low-bandwidth | SOG / SOGS quantize → < 10MB | | AR/VR (Vision Pro, Quest) | 3DGS native — Metal / Vulkan compute path | | Editable scene | 3DGS (explicit) > NeRF (implicit MLP) | **기본값**: gsplat (training) + WebSplatter/antimatter15-splat (web viewer) + SOG (compression). ## 🔗 Graph - 부모: [[3D Gaussian Splatting (3DGS)]] - 변형: [[NeRF]] - 응용: [[Spatial_Computing|Spatial Computing]] - Adjacent: [[WebGPU]] ## 🤖 LLM 활용 **언제**: 매 photo-realistic real-world scene 을 매 web/AR 에 deploy 하고 싶을 때. 매 capture-once-view-anywhere workflow. **언제 X**: 매 procedurally generated content (game asset)는 매 mesh + PBR 가 여전히 우월. 매 dynamic deformable mesh, 매 physical simulation. ## ❌ 안티패턴 - **Quantize 안 하고 60MB raw 배포**: 매 mobile 에서 OOM. 항상 SOG/SOGS 거쳐야. - **CPU sort**: 매 1M Gaussian sort 매 frame 매 100ms+. 매 GPU radix sort 필수. - **Sparse SfM init 생략**: 매 random init 매 converge 안 함. COLMAP step skip 금지. - **Aggressive densification**: 매 split threshold 너무 낮으면 매 30M Gaussians 폭발 → OOM. ## 🧪 검증 / 중복 - Verified (Kerbl et al. SIGGRAPH 2023, gsplat library docs, antimatter15 reference impl). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — 3DGS web viewer + SOG compression + WebGPU sort patterns |