ArthurBrussee / brush

3D Reconstruction for all
Apache License 2.0
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gaussian-splatting graphics reconstruction

Brush - universal splats

https://github.com/user-attachments/assets/b7f55b9c-8632-49f9-b34b-d5de52a7a8b0

Brush is a 3D reconstruction engine, using Gaussian splatting. It aims to be highly portable, flexible and fast. 3D reconstruction shouldn't require special hardware. Brush can render and train on a wide range of systems: macOS/windows/linux, AMD/Nvidia cards, Android, and in a browser. To achieve this, brush is built using WebGPU compatible tech, that can run practically anywhere! It uses the Burn framework, which has a portable wgpu backend. This project is currently still a proof of concept, and doesn't yet implement any of the extensions to gaussian splatting that have been developed, nor is the performance optimal yet.

Try the (experimental) web demo chrome logo

NOTE: This only works on desktop Chrome 129+ currently (Oct 2024). Firefox and Safari are hopefully supported soon, but currently even firefox nightly and safari technical preview do not work

Features

The demo can load pretrained ply splats, and can load datasets to train on. Currently only two formats are supported. A .zip file containing:

While training you can interact with the splats and see their training dynamics live, and compare the current rendering to training / eval views as the training progresses.

Web

https://github.com/user-attachments/assets/4c70f892-cfd2-419f-8098-b0e20dba23c7

Rerun

https://github.com/user-attachments/assets/f679fec0-935d-4dd2-87e1-c301db9cdc2c

While training, additional data can be visualized with the excellent rerun. To install rerun on your machine, please follow their instructions. Open the ./brush_blueprint.rbl in the viewer for best results.

Mobile

https://github.com/user-attachments/assets/d6751cb3-ff58-45a4-8321-77d3b0a7b051

Live training on a pixel 7

Why

Machine learning for real time rendering has a lot of potential, but at the same time, most popular ML tools don't align well with r. Rendering requires low latency, usually involve dynamic shapes, and it's not pleasant to attempt to ship apps with large PyTorch/Jax/CUDA deps calling out to python in a rendering loop. The usual fix is to write a seperate training and inference application. Brush on the other hand, written in rust using wgpu and burn, can produce simple dependency free binaries, and can run on nearly all devices.

Getting started

Install rust 1.81+ and run cargo run or cargo run --release. You can run tests with cargo test --all. Brush uses the wonderful rerun for additional visualizations while training. It currently requires rerun 0.19 however, which isn't released yet.

Windows/macOS/Linux

Simply cargo run or cargo run --release from the workspace root.

Note: Linux has not yet been tested but should work. Windows works well, but does currently only works on Vulkan.

Web

This project uses trunk to build for the web. Install trunk, and then run trunk serve or trunk serve --release to run a development server.

WebGPU is still a new standard, and as such, only the latest versions of Chrome work currently. Firefox nightly should work but unfortunately crashes currently.

The public web demo is registered for the subgroups origin trial. To run the web demo for yourself, please enable the "Unsafe WebGPU support" flag in Chrome.

Android

To build on Android, see the more detailed README instructions at crates/brush-android.

iOS

Brush should work on iOs but there is currently no project setup to do so.

Technical details

Brush is split into various crates. A quick overview of the different responsibilities are:

Kernels

The kernels are written in a "sparse" style, that is, only work for visible gaussians is done, though the final calculated gradients are dense. Brush uses a GPU radix sort based on FidelityFX (see crates/brush-sort). The sorting is done in two parts - first splats are sorted only by depth, then sorted by their tile ID, which saves some sorting time compared to sorting both depth and tile ids at the same time.

Compatibility with WebGPU does bring some challenges, even with (the excellent) wgpu.

The WGSL kernels use naga_oil to manage imports. brush-wgsl additionally does some reflection to generate rust code to send uniform data to a kernel. In the future, it might be possible to port the kernels to Burns new CubeCL language, which is much more ergonomic and would allow generating CUDA / rocM kernels. It might also be possible to integrate with George Kopanos' Slang kernels.

Benchmarks

Rendering performance is expected to be very competitive with gSplat, while training performance is still a bit slower. You can run some benchmarks using cargo bench. The performance of the splatting forward and backwards kernel are faster than the legacy gSplat kernels as they use some new techniques for better performance, but they haven't been compared yet to the more recent gSplat kernels. End-to-end training performance is also still slower, due to other overheads.

For additional profiling, you can use tracy and run with cargo run --release --feature=tracy.

Quality

Quality is similair, but for now still somewhat lagging behind the original GS implementation. This is likely due to some suboptimal splitting/cloning heuristics.

Scene Brush GS paper
Bicycle@7K 23.2 23.604
Garden@7k 25.8 26.245
Stump@7k 24.9 25.709

Acknowledgements

gSplat, for their reference version of the kernels

Peter Hedman & George Kopanas, for the many discussions & pointers.

The Burn team, for help & improvements to Burn along the way

Raph Levien, for the original version of the GPU radix sort.

Disclaimer

This is not an official Google product. This repository is a forked public version of the google-research repository