SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication
This addresses a practical integration problem for developers and artists working on interactive applications, though it is an incremental software tool.
The paper tackles the difficulty of integrating 3D Gaussian Splatting into traditional mesh-based rendering pipelines by developing SplatBus, a software solution that uses GPU interprocess communication to enable viewing in external clients like Unity and Blender.
Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterisation-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, current 3DGS implementations are difficult to integrate into traditional mesh-based rendering pipelines, which is a common use case for interactive applications and artistic exploration. To address this limitation, this software solution uses Nvidia's interprocess communication (IPC) APIs to easily integrate into implementations and allow the results to be viewed in external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.