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Gaussian-Splat-Lite v1.6.1, a 3DGS Renderer for Three.js, Adds LCC2 Streaming

Gaussian-Splat-Lite, a 3DGS renderer for Three.js, has released v1.6.1. It adds progressive loading of LCC2 scenes based on camera position. The sources do not confirm the addition of SH compression.

This article was generated by AI and published automatically without prior human review.

Announced
2026.11.02 (local time)
Use cases
Research, Production, Infrastructure
Sources
1 (en) (1 primary)

Key points

  1. A 3DGS renderer for Three.js that supports both WebGPU and WebGL2
  2. v1.6.1, released on November 2, 2026, adds streaming loading for LCC2
  3. The addition of SH compression, which had been the subject of discussion, could not be confirmed from the repository materials
Contents
  1. What happened
  2. How it works
  3. By the numbers
  4. Why it matters
  5. How to try it
  6. Caveats and open questions
  7. Glossary
  8. Sources

What happened

Gaussian-Splat-Lite is an open-source renderer for displaying 3D Gaussian Splatting (3DGS) in Three.js. It is licensed under Apache-2.0, has 272 GitHub stars, and is distributed as an npm package.

It can load PLY, SPZ, SOG, and RAD formats. For RAD, SOG, and LCC2 scenes, it also supports streaming that loads levels of detail (LOD) as the camera moves.

v1.6.1 was released on November 2, 2026. According to the release notes, the additions are Lcc2StreamScheduler, a loading management class for LCC2, and a feature in the viewer for opening LCC2 scenes. LCC2 can be opened from an index URL or from a local folder containing the related files.

On the same day, a topic circulated on X saying "SH compression added to Web 3DGS conversion." However, the README and release notes we were able to retrieve contain no description of SH compression.

How it works

On the user side, add one GaussianSplatRenderer to the scene. Place each model you want to display in the scene as a SplatMesh. If you use WebGPURenderer, it switches automatically to WebGL2 in environments where WebGPU is unavailable. The conventional WebGLRenderer can also be used.

For large scenes, use the per-format schedulers. There are three: RadStreamScheduler, SogStreamScheduler, and Lcc2StreamScheduler. Each is created empty; inputs are added with addSource() and removed with removeSource(id).

Calling update() inside the render loop loads detail according to the camera position. You can set an upper limit on the number of splats (splatBudget) and the fade time at LOD switching (default 200 ms).

Lcc2StreamScheduler can handle LCC2 scenes containing SOG, SPZ, and PLY chunks. It is also said to support a setting that shares the budget across multiple inputs, as well as environment loading and display fading.

Other features include a stochastic rendering mode. Because it produces noise, an experimental neural denoiser is provided to smooth it. The renderer also offers offscreen rendering (images, cubemaps, environment maps), color changes and hiding via SDF, and placement of models in large-scale GIS/ECEF coordinates.

By the numbers

Latest releasev1.6.1 (2026-11-02)
LicenseApache-2.0
Supported renderersWebGPU / WebGL2
Loading formatsPLY, SPZ, SOG, RAD (LCC2 via streaming)
Streaming LODRAD, SOG, LCC2
Required Three.js0.187.0 or later
Development environmentNode.js 22.12 or later, Rust (wasm32-unknown-unknown)
GitHub stars272

Why it matters

For creators and developers who want to show real-world 3DGS captures on the web, this adds an option that can be built into existing Three.js scenes. Cameras and objects can be handled in the same workflow as with other Three.js libraries.

For scenes that are heavy to load all at once, such as large outdoor or facility scans, LOD streaming is the practical point. Support for LCC2 broadens the range of inputs that can be handled.

Because it supports model placement in GIS/ECEF coordinates, it is also a candidate for evaluation where 3DGS is to be placed in mapping or surveying scenes. However, actual accuracy and performance need to be verified with your own data and environment.

How to try it

  1. On the public demo (gaussian-splat-lite.vercel.app), drop in your own PLY or SPZ files and check the display.
  2. Install with npm install gaussian-splat-lite three. Three.js 0.187.0 or later is required.
  3. Using the quick-start code, try both WebGPU and WebGL2 and compare display and speed.
  4. Convert large scenes to RAD, SOG, or LCC2 and load them with the corresponding scheduler. Change splatBudget to observe the load.

Caveats and open questions

  • The topic on X about "SH compression added" could not be confirmed in the README we retrieved or in the v1.6.1 release notes. It may exist in another release or commit, but this cannot be determined from the materials.
  • SH (spherical harmonics) are coefficients that represent color changes depending on the viewing angle. The method, effect, and supported formats of any compression have not been announced.
  • The materials contain no figures for rendering speed, memory usage, or performance comparisons with other libraries.
  • The neural denoiser is explicitly described as experimental. Stochastic rendering is a mode that produces noise; the default is sorted alpha blending.
  • Details of the LCC2 specification and the range of supported data are said to be described in docs/Lcc2StreamScheduler.md. We did not check its contents for this article.
  • Building on the development side requires Rust and the wasm toolchain. If you are only using it, you can install it via npm.

Glossary

3D Gaussian Splatting (3DGS)
A technique that represents a real-world scene with many semi-transparent ellipsoids (Gaussians) and renders it quickly.
LOD (level of detail)
A mechanism that switches the fineness of data according to factors such as distance from the camera.
SH (spherical harmonics)
Coefficients used in 3DGS to represent color differences depending on viewing direction. This part of the data tends to be large.
SPZ / SOG / RAD / LCC2
Names of 3DGS data formats. The detailed specifications of SPZ, SOG, RAD, and LCC2 were not checked in the materials for this article.
WebGPU / WebGL2
APIs for rendering with the GPU in the browser. WebGPU is the newer-generation standard.

Sources

Primary sources (publisher, paper, repository)

The X post that surfaced this story

This article was generated in Japanese by AI from the sources listed (primarily primary sources) and published automatically, without prior human review, after automated checks such as source matching (how we use AI). Figures and specifications are as stated by the publishers and have not been independently verified by us. Please consult the original sources. To report an error, use our contact form; we will review it promptly and correct it. This page is an AI translation of the Japanese original. If anything differs, the Japanese version prevails. Japanese original

From the operator3DGS Universal Viewer(3Dasset.io)(IZUTSUYA Inc.)

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