Visionary
Visionary is an open, web-native platform built on WebGPU and ONNX Runtime. Enabling real-time rendering of diverse Gaussian Splatting variants (3DGS, MLP-based 3DGS, 4DGS, Neural Avatars and any future algorithms), and traditional 3d Mesh, directly in the browser. We also support post-processing using feed-forward networks.
Features
- Native WebGPU Powered: Utilizes webgpu to achieve high-performance parallel sorting and rendering of millions of Gaussian particles.
- Hybrid Rendering Architecture: Automatically handles depth mixing (Depth Compositing) between Gaussian point clouds and standard Meshes, perfectly solving occlusion issues and supporting complex scene compositions.
- Universal Asset Loader: Single interface to intelligently identify and load multiple formats:
- Static Gaussians: PLY, SPLAT, KSplat, SPZ, SOG
- Standard Mesh Models: GLB, GLTF, FBX, OBJ
- 4DGS/Avatar/scaffold-GS: ONNX
- Your own algorithom: See Export your algorithm to ONNX in detail.
Documentation Navigation
Getting Started
- Quick Start
Learn how to install dependencies, launch the showcase project (Showcase Scene), and customize model configurations.
Development Guide
1. Foundations
This chapter covers:
- Environment Initialization: Configuring ONNX Runtime (ORT) and WebGPU Context.
- Universal Loader: Detailed explanation of the loadUnifiedModel interface and intelligent file format detection mechanisms.
- Resource Management: Reuse strategies for Gaussian renderers and memory management.
2. Object & Interaction
This chapter covers: - Gaussian Objects (GaussianModel): Property control (Transform, Opacity, Cutoff). - 4D Animation: Timeline control, Play/Pause, and dynamic inference updates.
3. Rendering Pipeline
This chapter covers:
- The Hybrid Loop: Understanding the execution order of Scene Pass -> Depth Capture -> Splatting.
- GaussianThreeJSRenderer: Detailed API explanation of the core rendering coordinator.
- Depth & Occlusion: How Auto Depth Mode works.
Modules Reference
Deep dive into implementation details of specific modules. The documentation is categorized into:
- API Reference: Detailed interface definitions, parameter descriptions, and type declarations.
- Architecture: System design principles, data flow, and core logic diagrams.
| Module Name | Description | Documentation Links |
|---|---|---|
| 01-App | Application layer entry, context initialization, universal loader | API Reference / Architecture |
| 02-IO | Unified data loading layer, multi-format parsing (PLY/SPLAT/ONNX/GLB, etc.) | API Reference / Architecture |
| 03-Point Cloud | Point cloud data structures, GPU buffer management, data preprocessing | API Reference / Architecture |
| 04-Preprocessing | Data preprocessing, format conversion, optimization algorithms | API Reference / Architecture |
| 05-Sorting | Gaussian particle sorting algorithms, depth sorting optimization | API Reference / Architecture |
| 06-Renderer | Core renderer, pipeline management, GPU resource scheduling | API Reference / Architecture |
| 07-Camera | Camera control, view matrix calculation, projection management | API Reference / Architecture |
| 08-Controls | Interaction controls, orbit controls, user input processing | API Reference / Architecture |
| 09-Shader | WebGPU Shader programs, compute shaders, rendering pipeline | API Reference / Architecture |
| 10-Uniform | Uniform variable management, GPU constant buffers | API Reference / Architecture |
| 11-Utils | Utility library, math calculations, helper methods | API Reference / Architecture |
| 12-Three-Integration | WebGPU renderer integration, hybrid pipeline, rasterization bridging | API Reference / Architecture |
| 13-ONNX | 4D dynamic model inference engine, Runtime environment | API Reference / Architecture |
| 14-Managers | Manager pattern implementation, lifecycle management, resource coordination | API Reference / Architecture |
| 15-Timeline | Timeline control, animation playback, frame management | API Reference / Architecture |
| 16-Models | Gaussian model object structure (Splat/Mesh), AABB calculation | API Reference / Architecture |
| 17-Config | Global configuration management, WASM resource path configuration | API Reference / Architecture |