This thesis focuses on integrating Gaussian Splatting techniques into Extended Reality (XR) environments using Unity. The goal was to develop an XR application capable of displaying 3D models generated with Gaussian Splatting on headsets such as the Meta Quest. Various models and resolutions were tested, and performance metrics like frame rate and memory usage were analyzed. The results highlight the computational challenges of such models and offer insights for optimizing immersive point cloud rendering.
Questo lavoro di tesi si concentra sull'integrazione della tecnica di Gaussian Splatting in ambienti di Realtà Estesa (XR) tramite Unity. L'obiettivo è stato sviluppare un'applicazione XR capace di visualizzare modelli 3D generati con Gaussian Splatting su visori come Meta Quest. Sono stati testati diversi modelli e risoluzioni, analizzando prestazioni come frame rate e utilizzo di memoria. I risultati evidenziano le sfide legate alla pesantezza dei dati e offrono spunti utili per ottimizzare la visualizzazione immersiva di nuvole di punti.
Visualization of 3D Gaussian Splatting models in eXtended Reality Applications
RAHIMZADEH, SINA
2024/2025
Abstract
This thesis focuses on integrating Gaussian Splatting techniques into Extended Reality (XR) environments using Unity. The goal was to develop an XR application capable of displaying 3D models generated with Gaussian Splatting on headsets such as the Meta Quest. Various models and resolutions were tested, and performance metrics like frame rate and memory usage were analyzed. The results highlight the computational challenges of such models and offer insights for optimizing immersive point cloud rendering.| File | Dimensione | Formato | |
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Rahimzadeh_Sina.pdf
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3.18 MB | Adobe PDF | Visualizza/Apri |
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https://hdl.handle.net/20.500.12608/95807