CLI tool and library for 3D Gaussian splat processing and conversion
npm install splat-transformSplatTransform - 3D Gaussian Splat Converter
| User Guide | API Reference | Blog | Forum |
SplatTransform is an open source library and CLI tool for converting and editing Gaussian splats. It can:
๐ฅ Read PLY, Compressed PLY, SOG, Streamed SOG, SPZ, SPLAT, KSPLAT, LCC and LCC2 formats
๐ค Write PLY, Compressed PLY, SOG, Streamed SOG, SPZ, GLB, CSV, HTML Viewer, LOD, Voxel and WebP image formats
๐ Generate statistical summaries for data analysis
๐ Merge multiple splats
๐ Apply transformations to input splats
๐๏ธ Filter out Gaussians or spherical harmonic bands
๐ Reorder splats for improved spatial locality
โ๏ธ Procedurally generate splats using JavaScript generators
The library is platform-agnostic and can be used in both Node.js and browser environments.
Installation
Install or update to the latest version:
npm install -g @playcanvas/splat-transform
For library usage, install as a dependency:
npm install @playcanvas/splat-transform
For running on a backend with Docker (including GPU/Vulkan setup), see the Docker Backend Guide.
[!TIP] For one-off conversions without installing anything, try SuperSplat Convert โ a browser-based frontend to splat-transform. See the Convert page docs for details.
Guides
- Streamed SOG Guide โ build a multi-LOD streamed SOG from a single PLY.
- LOD Streaming Guide โ load and render streamed SOG output in a PlayCanvas app.
- Collision Mesh Guide โ generate voxel/collision data from a splat scene.
- Docker Backend Guide โ run splat-transform on a backend (incl. GPU/Vulkan setup).
Format Specifications
| Format | Description |
|---|---|
| PLY | Industry-standard uncompressed format for source, editing and interchange |
| SOG | Super-compressed format for web delivery (meta.json + WebP textures, bundled or unbundled) |
| Streamed SOG | Multi-LOD chunked SOG for streaming very large scenes (lod-meta.json) |
| Voxel | Sparse voxel octree for collision detection (.voxel.json / .voxel.bin) |
CLI Usage
splat-transform [GLOBAL] input [ACTIONS] ... output [ACTIONS]
Key points:
- Input files become the working set; ACTIONS are applied in order
- The last file is the output; actions after it modify the final result
- Use
nullas output to discard file output
Supported Formats
| Format | Input | Output | Description |
|---|---|---|---|
.ply |
โ | โ | Standard PLY format |
.sog |
โ | โ | Bundled super-compressed format (recommended) |
meta.json |
โ | โ | Unbundled super-compressed format (accompanied by .webp textures) |
lod-meta.json |
โ | โ | Streamed LOD data stored in SOG chunks |
.compressed.ply |
โ | โ | Compressed PLY format (auto-detected and decompressed on read) |
.spz |
โ | โ | Compressed splat format (Niantic format, v2โ4) |
.lcc |
โ | โ | LCC file format (XGRIDS) |
.lcc2 |
โ | โ | LCC2 file format (XGRIDS, octree) |
.ksplat |
โ | โ | Compressed splat format (mkkellogg format) |
.splat |
โ | โ | Compressed splat format (antimatter15 format) |
.mjs |
โ | โ | Generate a scene using an mjs script (Beta) |
.glb |
โ | โ | Binary glTF with KHR_gaussian_splatting extension |
.csv |
โ | โ | Comma-separated values spreadsheet |
.html |
โ | โ | HTML viewer app (single-page or unbundled) based on SOG |
.voxel.json |
โ | โ | Sparse voxel octree for collision detection |
.webp |
โ | โ | Lossless WebP image rendered from a camera view via GPU rasterizer |
null |
โ | โ | Discard output (useful with --stats for analysis-only runs) |
Actions
Actions execute in the order specified and can be repeated. Any action may appear after any input or output file:
-t, --translate <x,y,z> Translate Gaussians by (x, y, z)
-r, --rotate <x,y,z> Rotate Gaussians by Euler angles (x, y, z), in degrees
-s, --scale <factor> Uniformly scale Gaussians by factor
-H, --filter-harmonics <0|1|2|3> Remove spherical harmonic bands > n
-N, --filter-nan Remove Gaussians with NaN values, most Inf values, or a
zero-norm (unrenderable) rotation quaternion;
retains +Infinity in opacity and -Infinity in scale_*
-B, --filter-box <x,y,z,X,Y,Z> Remove Gaussians outside box (min, max corners)
-S, --filter-sphere <x,y,z,radius> Remove Gaussians outside sphere (center, radius)
-V, --filter-value <name,cmp,value> Keep Gaussians where <name> <cmp> <value>
cmp โ {lt,lte,gt,gte,eq,neq}
opacity, scale_*, f_dc_* use transformed values
(linear opacity 0-1, linear scale, linear color 0-1).
Append _raw for raw PLY values (e.g. opacity_raw).
-d, --decimate <n|n%> Simplify to n Gaussians via merge-based decimation
Use n% to keep a percentage of Gaussians.
Memory-bounded and streaming: scales to scenes of 100M+
Gaussians. Must be the final action, and the output must
be .ply (write a decimated PLY first, then convert in a
second invocation). Deep targets on huge scenes spill
temporary files to --scratch-dir (default: the output
file's directory).
--scratch-dir <path> Directory for decimation spill files
-F, --filter-floaters [size,op,min] Remove Gaussians not contributing to any solid voxel.
Evaluates each Gaussian at occupied voxel centers.
Default: size=0.05, opacity=0.1, min=0.004 (1/255).
Bare flag (no value) uses all defaults.
-C, --filter-cluster [res,op,min] Keep only the connected cluster at --seed-pos.
GPU-voxelizes at coarse resolution (res world units/voxel).
Default: res=1.0, opacity=0.999, min=0.1.
Bare flag (no value) uses all defaults.
-p, --params <key=val,...> Pass parameters to .mjs generator script
-l, --tag-lod <n> Tag the Gaussians with LOD level n (n >= 0, or -1 for environment)
--stats [text|json] Print file info, per-column statistics and the fill/overdraw ratio to stdout. Default: text
--info [text|json] Print structural metadata (per-LOD counts, columns) to stdout. Default: text
-m, --morton-order Reorder Gaussians by Morton code (Z-order curve)
General Options
-h, --help Show this help and exit
-v, --version Show version and exit
-q, --quiet Suppress non-error output
--verbose Show debug-level diagnostics
--memory Show peak memory in progress output
--tty Interactive bar rendering (default on a TTY; --no-tty to disable)
-w, --overwrite Overwrite output file if it exists
GPU Options
Used by SOG compression and GPU voxelization (--filter-cluster, --filter-floaters, .voxel.json output).
--list-gpus List available GPU adapters and exit
-g, --gpu <n|cpu> Device for GPU operations: GPU adapter index | 'cpu'
('cpu' disables GPU and is incompatible with
GPU-only features like --filter-cluster)
SOG Compression Options
Apply when writing .sog, meta.json, lod-meta.json, or .html outputs.
-i, --sh-iterations <n> Iterations for SH compression (more=better). Default: 10
--max-workers <n> Worker threads for SOG encoding (0 = inline/serial). Default: 4
SPZ Output Options
Apply when writing .spz outputs.
--spz-version <3|4> The SPZ format version to write. Default: 4
HTML Viewer Output Options
Apply when writing .html outputs.
--viewer-settings <settings.json> HTML viewer settings JSON file
--unbundled Generate unbundled HTML viewer with separate files
[!NOTE] See the SuperSplat Viewer Settings Schema for details on how to pass data to the
--viewer-settingsoption.
LOD Input Options
Apply when reading lod-meta.json, .lcc, and .lcc2 files.
-L, --select-lod <n,n,...> Comma-separated LOD levels to read from streamed SOG / LCC / LCC2 input
LOD Output Options
Apply when writing lod-meta.json (multi-LOD streaming SOG bundle).
--lod-chunk-count <n> Approximate number of Gaussians per LOD chunk in K. Default: 512
--lod-chunk-extent <n> Approximate size of an LOD chunk in world units (m). Default: 16
See Generating Streamed SOG for an end-to-end walkthrough.
Voxel Output Options
Apply when writing .voxel.json (sparse voxel octree for collision detection). See the Collision Mesh Guide for a deep dive on each step and tuning.
--voxel-size <n> Voxel size for .voxel.json. Default: 0.05
--voxel-opacity <n> Voxel opacity threshold for .voxel.json. Default: 0.1
--voxel-external-fill [size] Seal exterior voxels via boundary flood fill (interior scenes).
[size] (world units) is the dilation distance applied
before the flood fill to bridge small wall gaps.
--seed-pos is used to verify the volume is enclosed at
the seed; the fill is skipped if the seed is reachable
from outside.
Default size: 1.6
--voxel-floor-fill [size] Fill each column upward from bottom until hitting solid (exterior scenes).
Optional size (world units): only patch XZ areas surrounded by floor
within 2*size; large empty exterior areas are left alone.
Default size: 1.6
--voxel-carve [h,r] Carve navigable space using capsule flood fill from seed.
Default: height=1.6, radius=0.2
--seed-pos <x,y,z> Seed position for voxel fill/carve and --filter-cluster.
Default: 0,0,0
--collision-mesh [smooth|faces] Generate collision mesh (.collision.glb). Default: smooth
Image Output Options
Apply when writing .webp (lossless WebP rendered via GPU rasterizer).
--projection <pinhole|equirect> Camera projection. Default: pinhole.
equirect = 360ยฐร180ยฐ panorama from --camera-pos; --camera-fov must be
omitted; --resolution must be 2:1 (default 2048x1024).
--camera-pos <x,y,z> Camera position in world space. Default: 2,1,-2
--camera-target <x,y,z> Camera target point. Default: 0,0,0
--camera-up <x,y,z> World up vector. Default: 0,1,0
--camera-fov <degrees> Vertical field of view in degrees. Default: 60. Rejected with --projection equirect.
--resolution <WxH> Output resolution, e.g. 1920x1080. Default: 1280x720 (pinhole) or 2048x1024 (equirect)
--camera-near <n> Near clip distance. Default: 0.2 (matches reference 3DGS)
--background <r,g,b[,a]> Background color in [0,1]. Default: 0,0,0,1
--f-stop <N> Aperture as a photographic f-stop (e.g. 2.8, 5.6, 11). Enables defocus blur;
smaller = more blur. Pinhole only. Default: disabled (no defocus).
--focus-distance <n> Camera-space Z of the focus plane (world units). Default: distance to --camera-target.
Pinhole only; only meaningful with --f-stop.
--sensor-size <n> Vertical sensor height in world units. Gives --f-stop a physical meaning.
Default: 0.024 (35mm full-frame, world units = meters). Scale to your world:
world unit = decimeter โ 0.24, world unit = millimeter โ 24.
--camera-pos-end <x,y,z> End camera position. When set, enables camera motion blur: the renderer
averages sub-frames with the camera interpolated from --camera-pos (shutter open)
to --camera-pos-end (shutter close). Default: disabled (no motion blur).
--camera-target-end <x,y,z> End camera target. Default: same as --camera-target. Only with --camera-pos-end.
--camera-up-end <x,y,z> End up vector. Default: same as --camera-up. Only with --camera-pos-end.
--shutter <0..1> Fraction of the startโend segment integrated, centered on the midpoint
(1.0 = full motion; 0.5 = 180ยฐ shutter). Default: 1. Only with --camera-pos-end.
--motion-samples <n> Sub-frames to accumulate for motion blur. Cost is Nร a single render.
Default: 16. Only with --camera-pos-end.
Examples
Basic Operations
# Simple format conversion
splat-transform input.ply output.csv
# Convert from .splat format
splat-transform input.splat output.ply
# Convert from .ksplat format
splat-transform input.ksplat output.ply
# Convert to compressed PLY
splat-transform input.ply output.compressed.ply
# Uncompress a compressed PLY back to standard PLY
# (compressed .ply is detected automatically on read)
splat-transform input.compressed.ply output.ply
# Convert to SOG bundled format
splat-transform input.ply output.sog
# Convert to SOG unbundled format
splat-transform input.ply output/meta.json
# Convert from SOG (bundled) back to PLY
splat-transform scene.sog restored.ply
# Convert from SOG (unbundled folder) back to PLY
splat-transform output/meta.json restored.ply
# Convert to standalone HTML viewer (bundled, single file)
splat-transform input.ply output.html
# Convert to unbundled HTML viewer (separate CSS, JS, and SOG files)
splat-transform --unbundled input.ply output.html
# Convert to HTML viewer with custom settings
splat-transform --viewer-settings settings.json input.ply output.html
Transformations
# Scale and translate
splat-transform bunny.ply -s 0.5 -t 0,0,10 bunny_scaled.ply
# Rotate by 90 degrees around Y axis
splat-transform input.ply -r 0,90,0 output.ply
# Chain multiple transformations
splat-transform input.ply -s 2 -t 1,0,0 -r 0,0,45 output.ply
Filtering
# Remove entries containing NaN and Inf
splat-transform input.ply --filter-nan output.ply
# Filter by opacity values (keep only splats with opacity > 0.5)
splat-transform input.ply -V opacity,gt,0.5 output.ply
# Strip spherical harmonic bands higher than 2
splat-transform input.ply --filter-harmonics 2 output.ply
# Simplify to 50000 splats via progressive pairwise merging
splat-transform input.ply --decimate 50000 output.ply
# Simplify to 25% of original splat count
splat-transform input.ply -d 25% output.ply
Advanced Usage
# Combine multiple files with different transforms
splat-transform -w cloudA.ply -r 0,90,0 cloudB.ply -s 2 merged.compressed.ply
# Apply final transformations to combined result
splat-transform input1.ply input2.ply output.ply -t 0,0,10 -s 0.5
Statistics
Generate per-column statistics for data analysis or test validation:
# Print stats, then write output
splat-transform input.ply --stats output.ply
# Print stats without writing a file (discard output)
splat-transform input.ply --stats null
# Print stats as JSON for scripting
splat-transform input.ply --stats json null
# Print stats before and after a transform
splat-transform input.ply --stats -s 0.5 --stats output.ply
The output starts with the file info block (including the gaussian verdict โ false for a readable container that isn't splat data, such as a plain point-cloud PLY), followed by min, max, median, mean, stdDev, nanCount, infCount and a histogram for each column, one table per LOD. Each LOD also reports a fillRatio โ total splat footprint area over the scene's robust (p1โp99) cross-section, approximately the average overdraw layer count: healthy scenes score in the ones-to-hundreds, while degenerate or adversarial scenes that would overwhelm a GPU with fill score orders of magnitude higher, making the value suitable for automated publish gating. A +Infinity scale propagates to an infinite ratio, which serializes as null in JSON โ treat that as a reject. The JSON form is the same info fields plus a columnar per-LOD stats array. The stats are computed in a single streaming pass; the median is approximated from a 1024-bin histogram (error within ~1/1000 of the column's range), all other fields are exact.
Generators (Beta)
Generator scripts can be used to synthesize gaussian splat data. See gen-grid.mjs for an example.
splat-transform gen-grid.mjs -p width=10,height=10,scale=10,color=0.1 scenes/grid.ply -w
Voxel Format
The voxel format stores sparse voxel octree data for collision detection. It consists of two files: .voxel.json (metadata) and .voxel.bin (binary octree data). Pass --collision-mesh to also emit a .collision.glb mesh derived from the voxel grid.
For a step-by-step walkthrough of each option (with illustrations), see the Collision Mesh Guide.
Recommended pipeline
splat-transform input.ply \
--filter-cluster --seed-pos x,y,z \
[--voxel-external-fill | --voxel-floor-fill] [--voxel-carve] \
[--collision-mesh [smooth|faces]] \
output.voxel.json
--filter-cluster isolates the central scene and discards stray floaters before voxelization. --seed-pos is shared by --filter-cluster and the voxel fill/carve passes โ set it once to a known-walkable point inside the scene.
Interior scenes (rooms, indoor scans)
Use --voxel-external-fill to seal the void around the room interior, then --voxel-carve to hollow out the navigable space:
splat-transform room.ply \
--filter-cluster --seed-pos 0,1,0 \
--voxel-external-fill --voxel-carve \
--collision-mesh room.voxel.json
Exterior scenes (outdoor objects, terrain)
Use --voxel-floor-fill to fill the ground beneath surfaces, optionally followed by --voxel-carve:
splat-transform terrain.ply \
--filter-cluster --seed-pos 0,0,0 \
--voxel-floor-fill \
--collision-mesh terrain.voxel.json
Other examples
# Voxelize with custom resolution and opacity threshold
splat-transform --voxel-size 0.1 --voxel-opacity 0.3 input.ply output.voxel.json
# Custom carve capsule (height, radius)
splat-transform --seed-pos 1,0,0 --voxel-carve 2.0,0.3 input.ply output.voxel.json
# Watertight voxel-face collision mesh
splat-transform --collision-mesh faces input.ply output.voxel.json
Image Rendering
Render a splat scene to a lossless WebP image from a given camera view. Rendering runs on the GPU.
# Default 1280x720 render
splat-transform input.ply view.webp
# Custom camera and resolution
splat-transform input.ply view.webp \
--camera-pos 2,1,-2 --camera-target 0,0,0 \
--camera-fov 50 --resolution 1920x1080
# Transparent background
splat-transform input.ply view.webp --background 0,0,0,0
# Defocus blur (focus on camera-target, f/2.8 aperture)
splat-transform input.ply view.webp --f-stop 2.8
# Defocus with explicit focus distance and a smaller world scale
splat-transform input.ply view.webp \
--f-stop 2.8 --focus-distance 3 --sensor-size 0.1
# 360ยฐ equirectangular panorama from camera position
splat-transform input.ply pano.webp \
--projection equirect --camera-pos 0,1,0 --camera-target 0,1,1
# Camera motion blur (dolly from start to end pose over the shutter)
splat-transform input.ply view.webp \
--camera-pos 2,1,-2 --camera-pos-end 3,1,-2 \
--motion-samples 16 --shutter 1
Device Selection for SOG Compression
When compressing to SOG format, you can control which device (GPU or CPU) performs the compression:
# List available GPU adapters
splat-transform --list-gpus
# Let WebGPU automatically choose the best GPU (default behavior)
splat-transform input.ply output.sog
# Explicitly select a GPU adapter by index
splat-transform -g 0 input.ply output.sog # Use first listed adapter
splat-transform -g 1 input.ply output.sog # Use second listed adapter
# Use CPU for compression instead (much slower but always available)
splat-transform -g cpu input.ply output.sog
[!NOTE] When
-gis not specified, WebGPU automatically selects the best available GPU. Use--list-gpusto list available adapters with their indices and names. The order and availability of adapters depends on your system and GPU drivers. Use-g <index>to select a specific adapter, or-g cputo force CPU computation.
[!WARNING] CPU compression can be significantly slower than GPU compression (often 5-10x slower). Use CPU mode only if GPU drivers are unavailable or problematic.
Getting Help
# Show version
splat-transform --version
# Show help
splat-transform --help
Library Usage
SplatTransform exposes a programmatic API for reading, processing, and writing Gaussian splat data. Scenes flow through lazy, chunked ChunkSources, so resident memory is bounded by chunk size rather than scene size โ the same pipeline the CLI uses to process scenes of hundreds of millions of gaussians.
Basic Import
import {
readFile,
writeSource,
getInputFormat,
getOutputFormat,
createChunkDataPool,
processSourceBridged
} from '@playcanvas/splat-transform';
Key Exports
Chunk-source pipeline (the primary API):
| Export | Description |
|---|---|
readFile |
Read a splat file as lazy ChunkSources |
readFileInfo |
Header-only structural metadata (validate/inspect without decoding) |
getInputFormat |
Detect input format from filename |
getOutputFormat |
Detect output format from filename |
ChunkSource |
The streaming contract: chunked/gathered reads over one scene |
createChunkDataPool |
Pooled read buffers shared across a pipeline |
processSource, processSourceBridged |
Apply a sequence of processing actions to a source |
selectLod, stackLods, concatSource, bakeTransform |
Structural combinators (lazy views) |
decimateSource |
Chunk-native, memory-bounded decimation to an exact target count |
writeSource |
Stream a source to any single-scene output format |
writeLodSource |
Write streamed SOG (lod-meta.json + chunked units) from a multi-LOD source |
computeStats |
Streaming per-LOD, per-column statistics for a source or table |
DataTable compat (secondary; every entry materializes the whole scene in memory):
| Export | Description |
|---|---|
DataTable, Column |
Legacy whole-scene table |
combine |
Merge multiple DataTables into one |
processDataTable |
Apply processing actions to a DataTable |
dataTableToChunkSource, materializeToDataTable |
Bridges between the DataTable and chunk-source worlds |
writeFile |
Write a DataTable to any output format |
writeVoxel |
Write sparse voxel octree files |
writeImage |
Render a camera view to a lossless WebP image (requires GPU) |
File System Abstractions
The library uses abstract file system interfaces for maximum flexibility:
Reading:
UrlReadFileSystem- Read from URLs (browser/Node.js)MemoryReadFileSystem- Read from in-memory buffersZipReadFileSystem- Read from ZIP archives
Writing:
MemoryFileSystem- Write to in-memory buffersZipFileSystem- Write to ZIP archives
Example: Reading and Processing
import { Vec3 } from 'playcanvas';
import {
readFile,
writeSource,
getInputFormat,
getOutputFormat,
createChunkDataPool,
processSourceBridged,
UrlReadFileSystem,
MemoryFileSystem
} from '@playcanvas/splat-transform';
// Read a PLY file from a URL as a lazy, chunked source
const fileSystem = new UrlReadFileSystem('https://example.com/');
const [source] = await readFile({
filename: 'scene.ply',
inputFormat: getInputFormat('scene.ply'),
fileSystem
});
// Apply actions: transforms compose lazily, filters stream chunk-by-chunk
const pool = createChunkDataPool();
const processed = await processSourceBridged(source, [
{ kind: 'scale', value: 0.5 },
{ kind: 'translate', value: new Vec3(0, 1, 0) },
{ kind: 'filterNaN' }
], pool);
// Stream the result to an in-memory PLY
const memFs = new MemoryFileSystem();
await writeSource({
filename: 'output.ply',
outputFormat: getOutputFormat('output.ply', {}),
source: processed,
pool,
options: {}
}, memFs);
await processed.close();
// Get the output data
const outputBuffer = memFs.results.get('output.ply');
Consumers still on the DataTable API can bridge in either direction with materializeToDataTable(source, pool) and dataTableToChunkSource(dataTable) โ both materialize the full scene, so prefer staying on sources for large inputs.
Processing Actions
processSource / processSourceBridged (and the compat processDataTable) accept an array of actions:
type ProcessAction =
| { kind: 'translate'; value: Vec3 }
| { kind: 'rotate'; value: Vec3 } // Euler angles in degrees
| { kind: 'scale'; value: number }
| { kind: 'filterNaN' }
| { kind: 'filterByValue'; columnName: string; comparator: 'lt'|'lte'|'gt'|'gte'|'eq'|'neq'; value: number }
| { kind: 'filterBands'; value: 0|1|2|3 }
| { kind: 'filterBox'; min: Vec3; max: Vec3 }
| { kind: 'filterSphere'; center: Vec3; radius: number }
| { kind: 'filterFloaters'; voxelResolution?: number; opacityCutoff?: number; minContribution?: number } // GPU
| { kind: 'filterCluster'; voxelResolution?: number; seed?: Vec3; opacityCutoff?: number; minContribution?: number } // GPU
| { kind: 'decimate'; count: number | null; percent: number | null }
| { kind: 'param'; name: string; value: string }
| { kind: 'stats'; format?: 'text' | 'json' }
| { kind: 'info'; format?: 'text' | 'json' }
| { kind: 'mortonOrder' };
[!NOTE]
filterFloatersandfilterClusterrequire a GPU device โ passcreateDevicevia theProcessOptionsargument.processSourcestreams and throws on actions that need the DataTable bridge (decimate,mortonOrder, the GPU voxel filters);processSourceBridgedhandles every action, materializing only those runs.
Custom Logging
Configure the logger for your environment:
import { logger, TextRenderer } from '@playcanvas/splat-transform';
// Route status output (scopes, progress bars, messages) to stderr and
// pipeable output (e.g. JSON stats) to stdout
logger.setRenderer(new TextRenderer({
write: process.stderr.write.bind(process.stderr),
output: process.stdout.write.bind(process.stdout)
}));
logger.setVerbosity('quiet'); // 'quiet' | 'normal' | 'verbose'