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Hi,
this adds VR support as mentioned in #17. It is based on the work in https://github.com/ninjamode/Unity-VR-Gaussian-Splatting
Changes are:
Not ported over is the sorting for eye center. It's quite helpful, but not implemented nice enough for me to want to port it over, so maybe should be mentioned in the readme as a optimization that's maybe worth it? Not strictly needed, especially with Desktop VR. Sample implementation can be found here: https://github.com/ninjamode/Unity-VR-Gaussian-Splatting/blob/main/package/Runtime/GaussianSplatRenderer.cs
Anyway, this does not add any Readme changes, but you might want to adjust the VR notice.
Tested and works on: Desktop Steam VR (HTC Vive), Varjo Devices (tested on Aero), Quest 3 and Quest Pro via Link and standalone. Probably also works on other devices, such as mobile phones? It's to keep in mind that GS rendering uses quite some resources, so keep the Gaussian count low on mobile devices, try not to be super close (fillrate issue?), don't sort every frame.
How To:
Thats it.
If you ever get the chance to try it you should, it's quite impressive. If you feel like it, I'd be happy if you could mention my repository and/or the fact that this was done as a part of a research project that can be cited (see https://github.com/ninjamode/Unity-VR-Gaussian-Splatting/?tab=readme-ov-file#related ).
In any case, thank you for this project, and let me know If you'd like to see any changed. Maybe someone with a VR headset can test this and confirm I didn't accidentally break anything.