Splashery

Definitions, derivations, notes, and long tables start folded.

Open questions: other choices, not tried yet

Splashery works as it is, and nothing here would replace what works. Each of these would be a separate experiment, behind the labs switch or on a comparison page, with today's behavior as the default. If you wonder "why this number?", the answer is in the notes in Chapters 1 to 3, or it is "not tested yet" and listed here.

Show the table: every choice not tried yet
Choice What an experiment would show Status
A Detail slider Any splat count, up to the Splash's own top (about 1,000,000 for a kit Splash), beside the tiers. Built as the Splats slider in Detail and splats, for everyone. Shipped
View-dependent color A shine that moves with the view on a few kit Splashes, from the kit's own data and shader. Built as a private comparison, on only when a link or the address asks for it with labs on (docs/lab/GLOSS.md). Built, in labs
More moments of t Turning shapes at more than 12 moments, up to 15. Built as a labs choice (docs/lab/MOMENTS.md); more than 15 is still open. Built, in labs
240-character fields Longer fields, and what longer links cost. Built in the Splat Equation Splash (docs/lab/EQUATION-FIELDS.md). Built, in labs
A budget sweep on real phones Real phone graphics chips, and more phone sizes. The budget sweep in Chapter 2 covered five budgets, one phone size, and one software renderer. A later sweep on a MacBook Pro M5 Pro proposed a count for each tier, and six kit Splashes were compared on a Galaxy S25 Ultra (Adreno 830, Chrome, 384 × 742 at 2.8125) at 140,000, 200,000, and 370,000, the sweep's count for most. Late frames ran 17 to 45 at 140,000, 104 to 182 at 200,000, and 167 to 193 at 370,000, and the sort took 5 to 6, 7.5 to 8, and 12 to 14.5 ms. On that comparison, Mid is 200,000 for nearly every kit Splash. A broader sweep across more phones is still open. Done once; a broader sweep is open
More than 15 parts A Splash with 24 or 32 moving parts. The largest change: it repacks the part number so the shader's two flags move, and needs a check on real phones. The part table already sits in a uniform block, so it has room. Open: no plan yet
An opacity field See-through splats in a program (and the other candidate fields in Chapter 3). Open: no plan yet
Formulas on the graphics chip Formulas compiled to a shader, so t is continuous and no copies are stored. Open: no plan yet
A better codec for captures SOG is 5 to 7 times smaller than a PLY with the same data (the Grape is 3.61 MB against 20.4 MB, and Peonies in a Vase 14.92 MB against 104.0 MB). Whether a codec built for splats (SPZ v4, or an attribute-aware or learned one) saves more at the same picture, and what it costs to decode on a phone. Open: still to measure
Better decimation Captures lose splats in three ways today: light files, a capture shown below its whole count, and the baked samples of 3D World. Whether importance pruning (by each splat's share of the rendered pictures), merges that keep appearance, or a level-of-detail hierarchy holds the picture better than today's weighted pick at the same count, and what each costs to build and to draw on a phone. It also decides how very large captures (30 to 120 MB each) fit on a phone. Open: still to measure