Gaussian Splatting (3DGS) · gaussian-splatting
Owner directive (2026-07-10), canonical. "For now, generate with the Holonprint Loop with gaussian splatting, lenis, tailwind, react, next, use webgl, JTREE, HTML5, scroll video control, 3D animated elements, physics model as gravity, wave, sparks of electricity, hitbox." [src: wiki/development/prompts-archive/by-topic/knowledge-management-and-concept-modeling.md:498]
Content
3D Gaussian Splatting (3DGS) is a radiance-field rendering technique that represents a scene as a cloud of anisotropic 3D gaussians — each with position, scale, color/opacity, and rotation — rasterized (splatted) to the screen instead of ray-marched or meshed. It renders photoreal or stylized volumetric worlds at real-time framerates on commodity GPUs, which is why it is the first canonical holonprint render method ("Gaussian splatting is one" [src: ...knowledge-management-and-concept-modeling.md:496]).
Proven in this project (royalorbit.mainland.so, and the HOS-Instance engine): one fixed WebGL canvas of splats behind normal DOM sections; DOM defines scroll length; a Lenis+ScrollTrigger scrub drives pageProgress through camera keyframes per chapter [src: HOS-Instance/packages/engine/src/engine/contracts.ts:1-10].
Canonical .splat record (standard antimatter15 layout, little-endian, 32 bytes per splat) [src: HOS-Instance/packages/engine/src/engine/contracts.ts:154-164]:
| Bytes | Field | Encoding |
|---|---|---|
| f32×3 | position (x,y,z) | world units |
| f32×3 | scale (sx,sy,sz) | linear world units (std-dev of gaussian) |
| u8×4 | color (r,g,b,a) | a = opacity 0..255 |
| u8×4 | rotation (qw,qx,qy,qz) | quaternion mapped [-1,1] → 0..255 via q*128+128 |
Budgets (soft ceilings enforced by the director): 700,000 visible splats desktop, 300,000 mobile; DPR steps degrade from 1.75→0.7 (desktop) and 1.25→0.5 (mobile) [src: HOS-Instance/packages/engine/src/engine/contracts.ts:143-152] — the numbers behind bm-002-splat-budget. Splats can be generated procedurally offline (scripts/gen-splats bake geometry per chapter slab), fitting the owner's procedural cloud/edge generation mandate [src: ...knowledge-management-and-concept-modeling.md:463].
Composition
- uses: spark-renderer (WebGL implementation), cb-threejs (scene graph), cb-lenis + cb-gsap (scroll drive)
- used-by: holonprint (render method #1), spatial-site (current print), slice (per-chapter assets), bm-002-splat-budget, cb-spark, src-royalorbit
See also
- spark-renderer — the library that draws the splats
- cb-patterns-royal-orbit — proven build patterns