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| 1 | +# 3DGS Render-Depth Certification Plan — ndarray |
| 2 | + |
| 3 | +## Goal |
| 4 | + |
| 5 | +Capture the mathematical-bounds cross-pollination for rendering depth, visibility, occlusion, and progressive refinement. |
| 6 | + |
| 7 | +This plan connects: |
| 8 | + |
| 9 | +```text |
| 10 | +3DGS EWA projection |
| 11 | +Cesium screen-space error |
| 12 | +Blender/CAD depth buffers |
| 13 | +CPU-SIMD HHTL traversal |
| 14 | +statistical error certificates |
| 15 | +``` |
| 16 | + |
| 17 | +The renderer should not only decide what to draw. It should know how deep, how certain, and how much refinement is mathematically justified. |
| 18 | + |
| 19 | +## Core problem |
| 20 | + |
| 21 | +Depth in 3DGS and CAD/BIM scenes is not a single scalar problem. |
| 22 | + |
| 23 | +A view may contain: |
| 24 | + |
| 25 | +```text |
| 26 | +mesh surfaces |
| 27 | +transparent splats |
| 28 | +overlapping Gaussian support |
| 29 | +scan noise |
| 30 | +quantized local frames |
| 31 | +LOD substitutions |
| 32 | +query-relevant hidden objects |
| 33 | +``` |
| 34 | + |
| 35 | +A naive depth test is insufficient for certified traversal. |
| 36 | + |
| 37 | +## Depth certificate components |
| 38 | + |
| 39 | +```rust |
| 40 | +pub struct RenderDepthCertificate { |
| 41 | + pub min_depth: f32, |
| 42 | + pub max_depth: f32, |
| 43 | + pub depth_variance: f32, |
| 44 | + pub projected_radius_px: f32, |
| 45 | + pub occlusion_confidence: f32, |
| 46 | + pub ordering_uncertainty: f32, |
| 47 | + pub quantization_depth_error: f32, |
| 48 | + pub covariance_depth_error: f32, |
| 49 | + pub total_depth_error: f32, |
| 50 | + pub passed: bool, |
| 51 | +} |
| 52 | +``` |
| 53 | + |
| 54 | +## Error terms |
| 55 | + |
| 56 | +```text |
| 57 | +E_depth_total = |
| 58 | + E_camera_transform |
| 59 | + + E_local_frame_quantization |
| 60 | + + E_covariance_projection |
| 61 | + + E_splat_support_overlap |
| 62 | + + E_sort_bucket_width |
| 63 | + + E_lod_substitution |
| 64 | + + E_sampling_discrepancy |
| 65 | +``` |
| 66 | + |
| 67 | +The exact formula can evolve, but the certificate should keep terms separate for auditability. |
| 68 | + |
| 69 | +## Projection path |
| 70 | + |
| 71 | +For each splat or block: |
| 72 | + |
| 73 | +```text |
| 74 | +world/local center |
| 75 | + -> view-space position |
| 76 | + -> projected screen center |
| 77 | + -> EWA image covariance |
| 78 | + -> approximate depth support interval |
| 79 | + -> depth certificate |
| 80 | +``` |
| 81 | + |
| 82 | +Depth support interval: |
| 83 | + |
| 84 | +```text |
| 85 | +z_center ± k * sigma_z |
| 86 | +``` |
| 87 | + |
| 88 | +where `k` is selected by the render budget / confidence target. |
| 89 | + |
| 90 | +## HHTL usage |
| 91 | + |
| 92 | +```text |
| 93 | +HEEL |
| 94 | + reject blocks outside frustum or behind near/far planes |
| 95 | +
|
| 96 | +HIP |
| 97 | + estimate depth interval and projected radius |
| 98 | +
|
| 99 | +TWIG |
| 100 | + refine overlap/ordering uncertainty |
| 101 | +
|
| 102 | +LEAF |
| 103 | + exact projection and optional raster/composite path |
| 104 | +``` |
| 105 | + |
| 106 | +## Blender/CAD relevance |
| 107 | + |
| 108 | +Blender/CAD scenes add exact mesh depth or proxy depth: |
| 109 | + |
| 110 | +```text |
| 111 | +mesh object depth |
| 112 | + -> exact or rasterized depth interval |
| 113 | +
|
| 114 | +3DGS texture/radiance skin |
| 115 | + -> probabilistic splat depth interval |
| 116 | +
|
| 117 | +combined object |
| 118 | + -> mesh depth anchors splat depth confidence |
| 119 | +``` |
| 120 | + |
| 121 | +This enables reality-skinned CAD/BIM: |
| 122 | + |
| 123 | +```text |
| 124 | +CAD mesh says wall is here. |
| 125 | +3DGS scan says visual surface is here. |
| 126 | +Certificate reports whether the visual skin aligns within tolerance. |
| 127 | +``` |
| 128 | + |
| 129 | +## Cesium relevance |
| 130 | + |
| 131 | +Cesium-style traversal uses screen-space error. |
| 132 | + |
| 133 | +3DGS depth certification adds: |
| 134 | + |
| 135 | +```text |
| 136 | +screen-space error |
| 137 | + + depth uncertainty |
| 138 | + + ordering uncertainty |
| 139 | + + occlusion confidence |
| 140 | +``` |
| 141 | + |
| 142 | +This improves decisions for: |
| 143 | + |
| 144 | +```text |
| 145 | +skip LOD |
| 146 | +refine tile |
| 147 | +hydrate exact mesh |
| 148 | +render splat preview |
| 149 | +reject visually hidden block |
| 150 | +``` |
| 151 | + |
| 152 | +## CPU-SIMD kernels |
| 153 | + |
| 154 | +Candidate kernels: |
| 155 | + |
| 156 | +```text |
| 157 | +batch view-space transform |
| 158 | +batch depth interval estimate |
| 159 | +batch frustum/depth rejection |
| 160 | +batch projected-radius estimate |
| 161 | +batch occlusion bucket assignment |
| 162 | +batch certificate reduction |
| 163 | +``` |
| 164 | + |
| 165 | +The exact alpha compositing path may remain GPU/WGPU optional. CPU-SIMD owns planning, prefiltering, and certification. |
| 166 | + |
| 167 | +## Sorting and buckets |
| 168 | + |
| 169 | +Full exact splat sorting can be expensive. |
| 170 | + |
| 171 | +Use tiered depth buckets: |
| 172 | + |
| 173 | +```text |
| 174 | +coarse bucket |
| 175 | + -> render/skip/refine decision |
| 176 | +
|
| 177 | +uncertain bucket overlap |
| 178 | + -> TWIG refinement or exact LEAF sort |
| 179 | +``` |
| 180 | + |
| 181 | +Certificate reports whether bucket uncertainty is acceptable. |
| 182 | + |
| 183 | +## Acceptance criteria |
| 184 | + |
| 185 | +- Depth certificate DTO exists at plan/API level before implementation. |
| 186 | +- Scalar reference computes depth interval and projected-radius estimates. |
| 187 | +- SIMD path can batch depth rejection. |
| 188 | +- Certificate terms remain separate, not only one opaque score. |
| 189 | +- Blender/CAD mesh depth can be used as an anchor for 3DGS skin alignment. |
| 190 | +- Cesium-style SSE decisions can include depth uncertainty. |
| 191 | + |
| 192 | +## First demo |
| 193 | + |
| 194 | +```text |
| 195 | +one camera |
| 196 | +one mesh plane |
| 197 | +one small splat block near the plane |
| 198 | + -> compute mesh depth |
| 199 | + -> compute splat depth interval |
| 200 | + -> report alignment / uncertainty / pass-fail |
| 201 | +``` |
| 202 | + |
| 203 | +## Wall sentence |
| 204 | + |
| 205 | +```text |
| 206 | +Depth is not just where something is; depth is how confidently the renderer may stop looking behind it. |
| 207 | +``` |
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