Hi Klaus , just noticed that the splat model scale tool (splattools.xml) doesn't work properly when using the drag'n'drop feature.
krpano 1.23 - 3D Gaussian Splatting Support
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- Official Post
just noticed that the splat model scale tool (splattools.xml) doesn't work properly when using the drag'n'drop feature.
When the view center and the model center are at the same position, then the scaling isn't noticeable
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Move the view or model around to see it. -
Oh, I feel stupid now...
Thank you Klaus ! -
can't speak for PanoramicWEBi just got interested and found their github page
which also has some web examples. nothing special about it from my side.
the video probably doesn't show their web viewer, but their main app written in rust.
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I mostly was triggered with this selection of that church, also that it became green and doubling it+ the interfacing of that.
Tuur

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Looks like is splats are too far away krpano won't display them (for performance I guess).
I haven't seen anything in the docs mentioning it ?
If I scale down the model in Supersplat then everything is rendered in Krpano.
Is there a setting to setup the max distance rendering ?
Here a side/side comparison, left is model scaled down in Supersplat, right model scaled down in krpano to fit left one.
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wow, i'm so out of the loop with krpano, i was looking at using playcanvas as a gsplat viewer
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- Official Post
Looks like is splats are too far away krpano won't display them (for performance I guess).
I haven't seen anything in the docs mentioning it ?
If I scale down the model in Supersplat then everything is rendered in Krpano.
Is there a setting to setup the max distance rendering ?Hi,
the reason therefore is the model-scale and the depthbuffer rendering-range.
The depthbuffer range is defined by the display depthnear and depthfar settings:
krpano.com - Documentation - XML Reference
The default range is from 1cm to 1km and everything outside gets clipped.And depending on the model source size and the scale setting, the model could be too large.
In such case either the depthbuffer range or the scale could be adjusted.
Best regards,
Klaus -
Thank you for explanation Klaus.
Performance wise is there any difference between reducing scale or setting display.depthfar to a higher value ? -
LOD streaming looks amazing : https://www.linkedin.com/posts/playcanv…2072109056-pZm8
Can't wait that Krpano support this ;) -
- Official Post
Performance wise is there any difference between reducing scale or setting display.depthfar to a higher value ?
That's just numeric limits and not related to performance.
But the near-far range can affect the display accuracy for overlapping 3D-geometry (it can cause an effect called 'z-fighting'). But that is only related to normal 3D-models or hotspots. The splat-rendering itself works without depth-buffer and is not affected by the accuracy, but still by the available range.
Btw - you can e.g. change the display.depthnear/depthfar settings also for visual effects - e.g. tween them to 'cut-off' the splats at a custom near or far edge.LOD streaming looks amazing : https://www.linkedin.com/posts/playcanv…2072109056-pZm8
Can't wait that Krpano support this ;)Yes, of course, I'm also working on LOD support (own implementation). I think LOD is the only way to make the splat-rendering scalable.
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krpanotools makegaussian --multirez


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Display More
Subject: Testing krpano with Gaussian SplatsDear friends,
Here’s a link to my test krpano page - https://tinyurl.com/jcjr4rs8.
While I’m not new to photogrammetry and 3DGS, I have no prior experience with krpano XML editing. Still, I find krpano’s 3D Gaussian Splatting support to be an excellent way to showcase splats—it’s a much better experience compared to rendered movies.
This is my first attempt, presenting four Gaussian Splat models. Ideally, I’d like to add four intro images.
I just uploaded the page and noticed it doesn’t display correctly on iPhone, but I’ll fix that later.
Also, just for testing, I added the vtour skin. I realize it’s almost useless in this context, but I wanted to experiment with thumbnails and the skin layout.
Any feedback or advice would be greatly appreciated—thank you!
Best,
Gregory
Very impressive, model and package. I'm amazed that you can provide so much control of the viewing experience. What are your thoughts about the big problem of keeping the viewpoint from going out of the 'sweet volume' of the model?
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A big shoutout to Kristof Meirlaen for his excellent video on the fundamentals of showing a splat model with krpano -- and for crediting my question here for motivating it!
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Having followed the barebones splat tutorial, using a splat centered in a room, I now have two problems.
1] There is no mouse or keyboard control of viewpoint. The view simply rotates around the splat center and zooms, just like a spherical panorama. Setting the ox, oy, oz variables in the xml does produce the expected viewpoint shifts, but the single point perspective remains.
2] several incorrect dark patches on the walls, which are only weakly visible in the Supersplat player, are much darker in krpano. I would guess the difference might have to to with spherical harmonics. Of course this is really a defect in the model, which must ultimately be corrected in the training pipeline, but I wonder if anything can be done in the xml to minimize it.
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1] There is no mouse or keyboard control of viewpoint. The view simply rotates around the splat center and zooms, just like a spherical panorama. Setting the ox, oy, oz variables in the xml does produce the expected viewpoint shifts, but the single point perspective remains.
You must include controls3d.xml plugin for keyboard or touch navigation
2] several incorrect dark patches on the walls, which are only weakly visible in the Supersplat player, are much darker in krpano. I would guess the difference might have to to with spherical harmonics. Of course this is really a defect in the model, which must ultimately be corrected in the training pipeline, but I wonder if anything can be done in the xml to minimize it.
Nothing can be done in the xml, but you should export with 0 sph from Supersplat as Krpano doesn't support it for now, and file will be 3 times smaller ;)
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Possible bug (or maybe it's me ?)
If I load a splat scene from a 360 scene with loadscene and oz in vars it fucks up all the 3d position.
For exemple if a load a scene with tx="0" ty="-2000" tz="0" oz="5000.00" in the vars it loads the scene with tx="0" ty="-4500 tz="-4330.126941204071" oz="0"
if I don't set oz in the vars it works ok. -
Hi klaus.krpano any update coming and when for gauissian?
Thank you.
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- Official Post
Hi,
there is a new bugfix- and improvements release: krpano 1.23.3
This is just a minor interim release, but includes two important fixes:
1. There was a Cross-Site Scripting (XSS) issue when using passQueryParameters with the xml parameter enabled:
This allows passing a xml-url by url-query-parameter. That setting is already very restricted since version 1.22.4, but there was still a small and tricky hole. Many thanks to Marcin Nowak for discovering and reporting the issue!
In normal virtual tours the xml parameter is typical not enabled; it was mainly used only on the krpano website to link to the example xml files. But if you rely on the xml parameter in passQueryParameters, updating to version 1.23.3 is recommended.
2. With version 1.23.3, the iPhone Safari landscape fullscreen mode works correctly again on iOS 26.1.
In iOS 26.0 the behavior was somewhat inconsistent and required a special, rather arbitrary offset to function properly. It was expected that Apple would fix this, and with iOS 26.1 they did, the extra offset is no longer needed.
The new krpano version now supports both iOS 26 releases, as well as several older iOS versions.
Besides these fixes, the release also includes a few minor improvements.
Please see the Release Notes for all details.
Best regards,
Klaus -
Hello Everybody !
We are currently experimenting with KrPano for viewing GSPLATS ! it s look very promising but we have encountered a problem with i guess the 3D controls on Mobile/touch interface.
In the example :
If you set This parameters :
Camera : Object Rotate
Mouse wheel : Distance
On desktop everything works fine but with a mobile / touch interface when you move in 3d space then the Mouse wheel type seems to go back to ZOOM and change the fov not the distance. the pinch no longer make you go further but change the FOV. And on mobile interface it look like it makes us go in Flying mode not in walking mode.
I don't know if it's a know issue of the 3dcontrols... do you have a workaround maybe?
Or is possible to use the "Distance" mode without the 3DControl?
For the moment it's keeping us to go full on production.
Thank you in advance.

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