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…iew and Sorting kernels
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Hi,
this is an implementation of frustum culling for the plugin. It basically follows Aras's post.
These are the main changes. However, since the key buffer is dynamic now I had to change a lot of the code to support indirect dispatching/drawing.
Results:
It is hard to quantify the uplift but I do currently get +20-50% performance in a room scene (2.4M + 200k splats with quality "very high") based on the angle I'm looking at. Obviously the less splats on camera the more the performance. For worst-case scenario I placed the camera outside the room looking at the entire splat and it seems to generally have the same performance. Tested on a 3080 12G. It worked also on an intel ultra 5 235u integrated graphics.