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  • Lixel PortalCam Series

    • PortalCam P1

      • Product Overview
      • Basic Operation
      • Using the LCC Scan App
      • Maintenance and Care
      • FAQ
  • Lixel K Series

    • Lixel K1

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
    • Lixel K2

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
  • Lixel L Series

    • Lixel L2 Pro

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Measure Point
      • Appendix
      • FAQ
    • Lixel L3

      • Product Overview
      • Basic Device Functions
      • Device Activation and Connection
      • Data Capture
      • Capturing Absolute Coordinates
      • Appendix
  • Accessories

    • Stick Light

      • Installation Guide
      • Basic Operation
      • FAQ
  • Lixel Studio

    • Version and Copyright
    • Installation and Activation
    • Software Interface
    • File Operations
    • Project Processing
    • Tools
    • 2D Drawing
    • Applications
    • Settings
    • Device Connection
    • FAQ
  • Lixel CyberColor

    • LCC Studio

      • Getting Started
      • Version and Updates
      • Download and Installation
      • Interface Overview and Navigation
      • Before Reconstruction
      • Model Reconstruction
      • Single Model Reconstruction
      • Map Fusion
      • Aerial-Ground Fusion
      • Aerial Reconstruction
      • My Models
      • Other Features
      • Settings and Account
      • Converter
      • Video Reconstruction
      • FAQ
    • LCC Scene Editor

      • Version & Updates
      • Account & Login
      • Product Overview & Home
      • Editor Interface
      • Scene Navigation Modes
      • File
      • Settings
      • Edit Operations
      • Window
      • Global Toolbar
      • Assets & Properties
      • Left Toolbar
      • Viewpoints
      • Portal
      • Skybox
      • Annotations
      • Measurement
      • Flythrough
      • Scene Report
      • 3D Layout
      • Mini-Map
      • Preview Mode (Viewer)
      • Help
      • FAQ
      • Spawn Point
    • LCC Model Editor

      • Version and Updates
      • User Guide
      • Overview and Interface
      • File Operations
      • Selectors
      • Editing Models
      • Measurement
      • Color Grading
      • Asset Management
      • Settings and Help
      • FAQ
    • Capture Guide

      • Overview
      • Capture Devices Overview
      • General Capture Principles
      • Indoor Scene Capture
      • Outdoor Scene Capture
      • Large-Scale Capture (Map Fusion)
      • Aerial-Ground Map Fusion Capture
      • Object Capture
      • People Capture
      • Video Reconstruction Capture
      • HD Enhancement
      • Control Points (Lixel P1)
      • FAQ and Troubleshooting
    • LCC Studio Linux

      • Product Overview
      • Architecture Guide
      • Installation and Deployment Guide
      • Container Startup Parameters Guide
      • CodeMeter Offline Licensing Deployment Guide
      • API Reference
      • Appendix - Developer Data Guide
      • Appendix - Error Code List
      • Single-Machine Multi-GPU Cluster Deployment QuickStart
    • Best Practices

      • Merging Multiple Large 3DGS Models
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • Tiled Rasterization (Experimental)
      • Visual Settings
      • Normals and Lighting
      • Scene Editing
      • Performance Parameters
      • Performance Guide
      • Third-party and Engine Plugin Integration
      • Proxy Mesh
      • Loading Animation
      • Collision
      • Navigation System Support
      • Single Layer Water Support
      • Localization
      • FAQ
      • Troubleshooting
      • Logging and Diagnostics
      • Contact Us
      • Best Practices

        • Relighting 3DGS with a LixelStudio Mesh
      • API Reference

        • ALCCActorBase
        • ULCCComponentBase
        • ULCCComponent
        • ULCC2Component
        • SOG / SPZ / PLY Actors
        • ALCC2ProxyMesh
        • ALCCClippingVolume
        • ALCCSectionPlane
        • ALCCLoadVolume
        • ULCCUtilLibrary
        • Enums
        • Structs
      • Changelog

        • v3.4.0
        • v3.3.1
        • v3.0.0
        • v2.2.1
        • v1.0.0
        • v0.9.0
        • v0.8.0
        • v0.7.1
        • v0.6.1
        • v0.5.2
        • v0.4.1
        • v0.4.0
        • v0.3.0
        • v0.0.5
        • v0.0.4
        • v0.0.3
        • v0.0.2
        • v0.0.1
    • Unity

      • Unity SDK Introduction
      • Technical Features
      • Development Environment Requirements
      • PC Quick Start Guide
      • Project Settings Optimization Guide
      • Pico 4 Ultra Development Guide
      • Pico 4 Ultra PC Streaming Guide
      • Quest 3 Development Guide
      • Quest 3 PC Streaming Guide
      • OpenXR Development Guide
      • Pico 4 Ultra Business Streaming Guide
      • Glossary
      • FAQ
      • Contact Us
      • Feature Development Guide

        • Multi-Scene Mixed Rendering Development Guide
        • Shadow Receiving Development Guide
        • Real-Time Lighting Development Guide
        • Multi-Camera Rendering Development Guide
        • High-Resolution Image Rendering Development Guide
        • LCC and LCC2 Data Format Compatibility Development Guide
        • Loading Effect Development Guide
        • Mip Rendering Mode Switching Development Guide
        • Edge and Corner Snapping Development Guide
        • Projected Decal Development Guide
        • Video Projected Decal Development Guide
        • Highlight Development Guide
        • Real-Time Clipping Development Guide
        • Color Adjustment Development Guide
        • Getting Scene Mesh Data Development Guide
        • Editor Mode Development Guide
        • Render Performance Parameter Configuration Guide
        • Application and Data Co-packaging Development Guide
        • Collision System Development Guide
        • macOS Development Permission Issue Guide
        • iOS Device Compilation and Packaging Development Guide
      • API Reference

        • LCCManager
        • Renderer
        • Data Types
      • Changelog

        • v2.3.0
        • v2.2.10
        • v2.2.0
        • v2.1.19
        • v2.0.14
    • Web

      • Introduction
      • Rendering Performance Optimization Guide
      • Graphics Configuration
      • FAQ
      • API Reference

        • LCCRender::clearIndexDB
        • LCCRender::dispose
        • LCCRender::load
        • LCCRender::setCamera
        • LCCRender::unload
        • LCCRender::update
        • LCCObject::checkRenderNextFrame
        • LCCObject::clearRenderNextFrame
        • LCCObject::ecef2Prj
        • LCCObject::getBounds
        • LCCObject::getEnvInstancedMesh
        • LCCObject::getInstancedMesh
        • LCCObject::getLodInfos
        • LCCObject::getOriginPosition
        • LCCObject::getProjectionCoordinateSystemInfos
        • LCCObject::hasCollision
        • LCCObject::hasEnvironment
        • LCCObject::hasShcoef
        • LCCObject::intersectsCapsule
        • LCCObject::intersectsRayExt
        • LCCObject::intersectsRayFromOriginExt
        • LCCObject::intersectsSphere
        • LCCObject::lowerToBottom
        • LCCObject::prj2Ecef
        • LCCObject::raiseToTop
        • LCCObject::raycast
        • LCCObject::raycastFromOrigin
        • LCCObject::setAlpha
        • LCCObject::setClipBox
        • LCCObject::setClipPlane
        • LCCObject::setEndLod
        • LCCObject::setLodAutoLevelUp
        • LCCObject::setMaxDistance
        • LCCObject::setMaxNodeSplats
        • LCCObject::setMaxSplats
        • LCCObject::setOriginPosition
        • LCCObject::setPointsColor
        • LCCObject::setRenderState
        • LCCObject::setRotation
        • LCCObject::setScale
        • LCCObject::setSemantic
        • LCCObject::setSemanticColor
        • LCCObject::setSmooth
        • LCCObject::setStartLod
        • LCCObject::setTranslation
        • LCCObject::setVisible
        • LCCObject::togglePointsDisplayMode
        • LCCObject::useEnvironment
        • LCCObject::useShcoef
      • Changelog

        • v0.6.3
        • v0.6.2
        • v0.6.1
        • v0.6.0
        • v0.5.5
        • v0.5.4
        • v0.5.3
        • v0.5.2
        • v0.5.1
        • v0.5.0
        • v0.4.1
        • v0.4.0
        • v0.3.1
        • v0.3.0
        • v0.2.0
    • Lixel OpenAPI

      • Overview
      • Connection & Authentication
      • Message Model & Codec
      • Interface Catalog
      • Real-time Data
      • Project File Access
      • Error Codes
      • Python

        • Quick Start
        • Client Wrapper & Tools
        • FAQ
      • C++

        • Quick Start
        • Client & Examples
        • FAQ

Technical Features

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