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gsplat-optimizer

@ckorhonen/claude-skills
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Optimize 3D Gaussian Splat scenes for real-time rendering on iOS, macOS, and visionOS. Use when working with .ply or .splat files, targeting mobile/Apple GPU performance, or needing LOD, pruning, or compression strategies for 3DGS scenes.

Install Skill

1Download skill
2Enable skills in Claude

Open claude.ai/settings/capabilities and find the "Skills" section

3Upload to Claude

Click "Upload skill" and select the downloaded ZIP file

Note: Please verify skill by going through its instructions before using it.

SKILL.md

name gsplat-optimizer
description Optimize 3D Gaussian Splat scenes for real-time rendering on iOS, macOS, and visionOS. Use when working with .ply or .splat files, targeting mobile/Apple GPU performance, or needing LOD, pruning, or compression strategies for 3DGS scenes.

Gaussian Splat Optimizer

Optimize 3D Gaussian Splatting scenes for real-time rendering on Apple platforms (iOS, macOS, visionOS) using Metal.

When to Use

  • Optimizing .ply or .splat files for mobile/Apple GPU targets
  • Reducing gaussian count for performance (pruning strategies)
  • Implementing Level-of-Detail (LOD) for large scenes
  • Compressing splat data for bandwidth/storage constraints
  • Profiling and optimizing Metal rendering performance
  • Targeting specific FPS goals on Apple hardware

Quick Start

Input: Provide a .ply/.splat file path, target device class, and FPS target.

# Analyze a splat file
python ~/.claude/skills/gsplat-optimizer/scripts/analyze_splat.py scene.ply --device iphone --fps 60

Output: The skill provides:

  1. Point/gaussian pruning plan (opacity, size, error thresholds)
  2. LOD scheme suggestion (distance bins, gaussian subsets)
  3. Compression recommendation (if bandwidth/storage bound)
  4. Metal profiling checklist with shader/compute tips

Optimization Workflow

Step 1: Analyze the Scene

First, understand your scene characteristics:

  • Gaussian count: Total number of splats
  • Opacity distribution: Histogram of opacity values
  • Size distribution: Gaussian scale statistics
  • Memory footprint: Estimated GPU memory usage

Step 2: Determine Target Device

Device Class GPU Budget Max Gaussians (60fps) Storage Mode
iPhone (A15+) 4-6GB unified ~2-4M Shared
iPad Pro (M1+) 8-16GB unified ~6-8M Shared
Mac (M1-M3) 8-24GB unified ~8-12M Shared/Managed
Vision Pro 16GB unified ~4-6M (stereo) Shared
Mac (discrete GPU) 8-24GB VRAM ~10-15M Private

Step 3: Apply Pruning

If gaussian count exceeds device budget:

  1. Opacity threshold: Remove gaussians with opacity < 0.01-0.05
  2. Size culling: Remove sub-pixel gaussians (< 1px at target resolution)
  3. Importance pruning: Use LODGE algorithm for error-proxy selection
  4. Foveated rendering: For Vision Pro, reduce density in peripheral view

See references/pruning-strategies.md for details.

Step 4: Implement LOD (Large Scenes)

For scenes exceeding single-frame budget:

  1. Distance bins: Near (0-10m), Mid (10-50m), Far (50m+)
  2. Hierarchical structure: Octree or LoD tree for spatial queries
  3. Chunk streaming: Load/unload based on camera position
  4. Smooth transitions: Opacity blending at chunk boundaries

See references/lod-schemes.md for details.

Step 5: Apply Compression (If Needed)

For bandwidth/storage constraints:

Method Compression Use Case
SOGS 20x Web delivery, moderate quality
SOG 24x Web delivery, better quality
CodecGS 30x+ Maximum compression
C3DGS 31x Fast rendering priority

See references/compression.md for details.

Step 6: Profile and Optimize Metal

  1. Choose storage mode: Private for static data, Shared for dynamic
  2. Optimize shaders: Function constants, thread occupancy
  3. Profile with Xcode: GPU Frame Capture, Metal System Trace
  4. Iterate: Measure, optimize, repeat

See references/metal-profiling.md for details.

Key Metrics

Metric Target How to Measure
Frame time 16.6ms (60fps) Metal System Trace
GPU memory < device budget Xcode Memory Graph
Bandwidth < 50GB/s GPU Counters
Shader time < 10ms GPU Frame Capture

Reference Implementation

MetalSplatter is the primary reference for Swift/Metal gaussian splatting:

Getting Started with MetalSplatter

git clone https://github.com/scier/MetalSplatter.git
cd MetalSplatter
open SampleApp/MetalSplatter_SampleApp.xcodeproj
# Set to Release scheme for best performance

Resources

Reference Documentation

Research Papers

Apple Developer Resources