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LCC for Unity User Manual

Technical Features

Chapter 02 / 17Manual version v2.3.0English

Functional Features

As the LCC Unity SDK continues to improve, its features keep getting richer. It currently provides more than 90 APIs. The main functional features are listed below, and you can integrate them into your own project as needed.

No.FeatureDescriptionNotes
1Basic renderingSupports full LOD0 rendering
Supports dynamic LOD chunked rendering for large scenes
Supports rendering with / without spherical harmonics
Supports separate rendering control of subject data and environment data
Automatically distinguishes full vs. chunked rendering
Supports object-level to city-level 3DGS data scenes
2Multi-graphics-API supportSupports DX12, DX11, Vulkan and Metal graphics APIsAdapts to various hardware platforms
3OpenXRSupports the OpenXR standard for VR devicesAdapts to various hardware platforms
43DGS / Point Cloud renderingSupports both 3DGS and Point Cloud rendering modes
5Single-scene / multi-scene mixed renderingSupports single LCC scene rendering
Supports mixed rendering of multiple LCC scenes (up to 255 LCC scenes)
Supports mixed rendering of SOG / SPZ format files
Unified CPU memory / GPU video memory management to completely eliminate memory / video memory leaks and explosions
6Dynamic lightingSupports real-time dynamic lighting with point lights and spot lightsDoes not rely on a Proxy Mesh, more flexible to use
7Real-time shadowsSupports Meshes casting real-time shadows onto 3DGS surfacesDoes not rely on a Proxy Mesh, low overhead and high performance
8Corner snappingSupports corner snapping on 3DGS surfaces, snap cursor display and snap raycasting
9Multi-camera renderingFull rendering mode supports full-featured multi-camera rendering
Chunked rendering mode supports multi-camera rendering at the same position and orientation
Allows multiple camera positions
10Projected decalsSupports texture and dynamic video projected decals
Supports projected decal depth occlusion
11Orthographic / perspective renderingSupports dynamic switching between orthographic and perspective rendering
12HD video recordingSupports video recording at various resolutions (1080P, 2K, 4K, 8K)Allows HD video recording at various sizes
Not affected by monitor resolution
13Real-time highlightingSupports real-time selection highlighting (2D, 3D, Mix)
14Real-time clippingSupports real-time selection clipping (2D, 3D, Mix)
15Real-time plane sectioningSupports real-time horizontal and vertical plane sectioning
16Real-time color adjustmentSupports real-time selection color adjustment (brightness, saturation, contrast)
17Semantic coloringSupports coloring by semantics of semantic dataRequires 3DGS primitives to carry semantic information
18AI Box renderingSupports visualization of lcb files recognized by AIMainly used for rendering AI detection boxes in the energy industry
19Loading effectsSupports diffusion effects during data loading
20RaycastingSupports raycasting without a Mesh
Supports raycasting with a Mesh
Supports sphere collision detection with a Mesh
Supports capsule collision detection with a Mesh
Built-in high-performance collision detection system
21Dynamic FOV settingSupports dynamic FOV setting of the rendering camera at runtimeMainly used when the rendering host and display device are separate, such as wearing stereoscopic glasses
22Alpha adjustmentSupports real-time adjustment of the global 3DGS opacity
Supports independent opacity adjustment for each scene in multi-LCC-scene rendering
23Data sourcesSupports local disk data sources
Supports network server data sources
24Frame rate lockSupports dynamic switching between locked and unlocked frame rateLocked by default to optimize performance
25Depth writeSupports real-time depth writeLimitation: the write granularity is coarse and may produce ellipsoid shapes
26Real-time Mip / Non-Mip switchingSupports real-time switching between Mip and Non-Mip rendering
27PCVR streamingSupports Single Pass Instanced and Multi Pass PCVR streaming
28Retrieving scene MeshSupports retrieving scene Mesh data either all at once or partially on demand
29Small-point cullingSupports runtime dynamic adjustment of small-point culling to optimize performance
30Render parameter settingsExposes various render parameter settings, including total render buffer, on-screen render count, StartLOD, SSE factor and other APIsAllows runtime dynamic adjustment of rendering performance and quality

Note:

  • Some features are limited to the PC platform (including Windows, Mac and Ubuntu);
  • Some features that depend on Render Features have differences in support across Built-in, URP and HDRP.

Performance

LCC rendering is a GPU-compute-intensive application. Rendering performance mainly depends on the following factors: screen resolution, CPU processing speed, GPU processing speed, and memory capacity and frequency. All splat counts in the table below refer to 3DGS splat counts.

PC

With an NVIDIA RTX 3060 GPU, an Intel i7-11700 CPU and 3200 MHz 32 GB of memory, at a resolution of 1800×1000, a rendering speed of 24 million splats @ 30 FPS can be achieved.

Mobile

PlatformRendering speed
Android (mid-to-high-end devices since 2020)2 million splats @ 30 FPS
iOS (iPhone 11 and later)3 million splats @ 30 FPS

VR

DeviceRendering speed
Pico 4 Ultra600,000 splats @ 30 FPS
Quest 3600,000 splats @ 30 FPS

This chapter is from the official XGRIDS user manual. Official source (opens in a new tab) · Updated:

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