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에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-websplatter-3d-gaussian-splattin | WebSplatter (3D Gaussian Splatting) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- File size: 1M Gaussian × 60 byte/Gaussian = 60MB raw. 매 SOG / SOGS / .ply quantize 로 ~5-10MB 까지 압축.
- Sort cost: 매 frame 마다 view-dependent depth sort 필요 (correct alpha blend). 매 GPU radix sort 필수.
- Browser GPU: WebGL2 매 instanced rendering hack 필요, WebGPU 매 compute shader 로 native sort.
매 응용
- Real estate 3D walkthrough — 매 phone 으로 capture, 매 WebSplatter viewer 로 share.
- E-commerce — 매 product 360 turntable.
- VFX previz — 매 set scan 후 Unreal/Blender 로 import.
- Cultural heritage — 매 monument digitize.
💻 패턴
1. Splat 파일 load (.splat / .ply)
// 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)
// depth-sort.wgsl — view-dependent radix sort
@group(0) @binding(0) var<storage, read> positions: array<vec4<f32>>;
@group(0) @binding(1) var<storage, read_write> depths: array<u32>;
@group(0) @binding(2) var<uniform> viewProj: mat4x4<f32>;
@compute @workgroup_size(256)
fn computeDepth(@builtin(global_invocation_id) gid: vec3<u32>) {
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<u32>(-clip.z / clip.w);
}
3. Splat instanced rendering (WebGL2)
// 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)
# 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)
# 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
import { Canvas } from "@react-three/fiber";
import { Splat } from "@react-three/drei";
export function SceneViewer({ url }: { url: string }) {
return (
<Canvas camera={{ position: [0, 0, 5], fov: 50 }}>
<Splat src={url} />
<orbitControls enableDamping dampingFactor={0.05} />
</Canvas>
);
}
7. Edit / mask Gaussians
// 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
- 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 |